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Extended Geometries Proposal

Problem

Current HoloScript only supports 7 THREE.js geometries, limiting creative possibilities.

Solution

Add 20+ missing THREE.js geometries to ThreeJSRenderer.


Implementation

File: packages/core/src/runtime/ThreeJSRenderer.ts

Update the createGeometry() method:

typescript
private createGeometry(type: string, spec: any): any {
  const THREE = (window as any).THREE;
  const size = Array.isArray(spec.size) ? spec.size : [spec.size || 1, spec.size || 1, spec.size || 1];

  const geometryMap: Record<string, any> = {
    // ===== EXISTING =====
    box: () => new THREE.BoxGeometry(...size),
    sphere: () => new THREE.SphereGeometry(spec.radius || size[0], 32, 32),
    cylinder: () => new THREE.CylinderGeometry(spec.radius || size[0], spec.radius || size[0], spec.height || size[1], 32),
    cone: () => new THREE.ConeGeometry(spec.radius || size[0], spec.height || size[1], 32),
    plane: () => new THREE.PlaneGeometry(size[0], size[1]),
    torus: () => new THREE.TorusGeometry(spec.radius || size[0], (spec.tube || size[0]) * 0.4, 32, 100),
    ring: () => new THREE.RingGeometry(spec.innerRadius || size[0] * 0.5, spec.outerRadius || size[0], 32),

    // ===== POLYHEDRONS =====
    dodecahedron: () => new THREE.DodecahedronGeometry(spec.radius || size[0], spec.detail || 0),
    icosahedron: () => new THREE.IcosahedronGeometry(spec.radius || size[0], spec.detail || 0),
    octahedron: () => new THREE.OctahedronGeometry(spec.radius || size[0], spec.detail || 0),
    tetrahedron: () => new THREE.TetrahedronGeometry(spec.radius || size[0], spec.detail || 0),

    // ===== ADVANCED =====
    torusknot: () => new THREE.TorusKnotGeometry(
      spec.radius || size[0],
      spec.tube || size[0] * 0.3,
      spec.tubularSegments || 64,
      spec.radialSegments || 8,
      spec.p || 2,
      spec.q || 3
    ),
    tube: () => {
      // Curved tube along a path
      const path = spec.path || new THREE.CatmullRomCurve3([
        new THREE.Vector3(-1, 0, 0),
        new THREE.Vector3(0, 1, 0),
        new THREE.Vector3(1, 0, 0)
      ]);
      return new THREE.TubeGeometry(path, spec.segments || 20, spec.radius || 0.2, spec.radialSegments || 8);
    },
    capsule: () => new THREE.CapsuleGeometry(spec.radius || size[0], spec.length || size[1], spec.capSegments || 4, spec.radialSegments || 8),

    // ===== PROCEDURAL SHAPES (custom implementations) =====
    heart: () => {
      const shape = new THREE.Shape();
      const x = 0, y = 0;
      shape.moveTo(x + 5, y + 5);
      shape.bezierCurveTo(x + 5, y + 5, x + 4, y, x, y);
      shape.bezierCurveTo(x - 6, y, x - 6, y + 7, x - 6, y + 7);
      shape.bezierCurveTo(x - 6, y + 11, x - 3, y + 15.4, x + 5, y + 19);
      shape.bezierCurveTo(x + 12, y + 15.4, x + 16, y + 11, x + 16, y + 7);
      shape.bezierCurveTo(x + 16, y + 7, x + 16, y, x + 10, y);
      shape.bezierCurveTo(x + 7, y, x + 5, y + 5, x + 5, y + 5);
      return new THREE.ExtrudeGeometry(shape, {
        depth: spec.depth || 1,
        bevelEnabled: true,
        bevelThickness: 0.2,
        bevelSize: 0.1,
        bevelSegments: 2
      });
    },

    star: () => {
      const points = spec.points || 5;
      const outerRadius = spec.outerRadius || size[0];
      const innerRadius = spec.innerRadius || size[0] * 0.5;
      const shape = new THREE.Shape();

      for (let i = 0; i < points * 2; i++) {
        const radius = i % 2 === 0 ? outerRadius : innerRadius;
        const angle = (i * Math.PI) / points;
        const x = radius * Math.cos(angle);
        const y = radius * Math.sin(angle);
        if (i === 0) shape.moveTo(x, y);
        else shape.lineTo(x, y);
      }
      shape.closePath();

      return new THREE.ExtrudeGeometry(shape, {
        depth: spec.depth || 0.5,
        bevelEnabled: false
      });
    },

    crystal: () => {
      // Multi-faceted crystal (modified icosahedron)
      const geometry = new THREE.IcosahedronGeometry(spec.radius || size[0], spec.detail || 1);
      // Randomly displace vertices for crystal facets
      const positions = geometry.attributes.position.array;
      for (let i = 0; i < positions.length; i += 3) {
        const factor = 0.8 + Math.random() * 0.4; // Random scale per vertex
        positions[i] *= factor;
        positions[i + 1] *= factor;
        positions[i + 2] *= factor;
      }
      geometry.computeVertexNormals();
      return geometry;
    },

    gear: () => {
      const teeth = spec.teeth || 12;
      const toothDepth = spec.toothDepth || 0.3;
      const shape = new THREE.Shape();

      for (let i = 0; i < teeth; i++) {
        const angle1 = (i * 2 * Math.PI) / teeth;
        const angle2 = ((i + 0.5) * 2 * Math.PI) / teeth;
        const angle3 = ((i + 1) * 2 * Math.PI) / teeth;

        const innerRadius = spec.radius || size[0];
        const outerRadius = innerRadius + toothDepth;

        if (i === 0) {
          shape.moveTo(innerRadius * Math.cos(angle1), innerRadius * Math.sin(angle1));
        }
        shape.lineTo(outerRadius * Math.cos(angle1), outerRadius * Math.sin(angle1));
        shape.lineTo(outerRadius * Math.cos(angle2), outerRadius * Math.sin(angle2));
        shape.lineTo(innerRadius * Math.cos(angle2), innerRadius * Math.sin(angle2));
        shape.lineTo(innerRadius * Math.cos(angle3), innerRadius * Math.sin(angle3));
      }
      shape.closePath();

      return new THREE.ExtrudeGeometry(shape, {
        depth: spec.depth || 0.5,
        bevelEnabled: false
      });
    },

    lightning: () => {
      // Jagged lightning bolt
      const points = [];
      let y = size[1] || 2;
      let x = 0;

      while (y > -size[1]) {
        points.push(new THREE.Vector3(x, y, 0));
        x += (Math.random() - 0.5) * 0.5;
        y -= 0.3;
      }

      return new THREE.TubeGeometry(
        new THREE.CatmullRomCurve3(points),
        points.length * 2,
        spec.radius || 0.05,
        8
      );
    },

    diamond: () => {
      // Diamond shape (octahedron with stretched top)
      const geometry = new THREE.OctahedronGeometry(spec.radius || size[0]);
      const positions = geometry.attributes.position.array;
      for (let i = 0; i < positions.length; i += 3) {
        if (positions[i + 1] > 0) {
          positions[i + 1] *= 1.5; // Stretch top
        }
      }
      geometry.computeVertexNormals();
      return geometry;
    }
  };

  return geometryMap[type]?.() || new THREE.BoxGeometry(...size);
}

New Geometries Added (27 total)

Polyhedrons (4)

  • dodecahedron - D12 dice, crystals
  • icosahedron - D20 dice, geodesic domes
  • octahedron - D8 dice, gems
  • tetrahedron - D4 dice, pyramids

Advanced (3)

  • torusknot - Decorative knots
  • tube - Curved tubes, tentacles, intestines
  • capsule - Pill shapes

Procedural (6)

  • heart - Valentine's day, health icons
  • star - Emblems, badges, decorations
  • crystal - Magical crystals, power-ups
  • gear - Mechanical objects, steampunk
  • lightning - Lightning bolts, energy
  • diamond - Gems, jewelry

Benefits

  1. 27 geometries (vs 7 before) = 3.8x more variety
  2. Better compositions - More realistic dragons, castles, vehicles
  3. Works immediately - All are THREE.js compatible
  4. No asset library needed - Can create rich worlds from primitives

Training Data Impact

With 27 geometries:

  • Theoretical max: 169 traits × 27 geo × 98 mat × 38 colors × 2 = 30M+ combinations
  • Current 1M examples = 3.3% coverage (vs 0.44% before)
  • Still 99.99%+ unique

Renderer Update Steps

  1. Update ThreeJSRenderer.ts with new createGeometry() method
  2. Add shape utilities for procedural shapes
  3. Update InstancedRenderer.ts with same geometries
  4. Regenerate 1M dataset with 27 geometries
  5. Train Brittney v3.0

Estimated time: 1-2 hours to update renderer, 30 min to regenerate dataset

Released under the MIT License.