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OpenGeometry exposes two main modeling layers:
  • 2D primitives for paths and profiles
  • 3D shapes for solids and surfaces
If you are new, start by skimming what exists, then jump into the API pages. You can check out Quickstart for a step-by-step introduction to setup and creating your first shapes.

2D primitives

Use primitives to draw, offset, and build profiles for shapes and operations.

Line

A single segment between two points.

Polyline

A chain of connected segments.

Arc

A circular arc (or full circle).

Curve

A control-point driven curve.

Rectangle

A rectangular profile (useful for quick tests).

3D shapes

Shapes are kernel-backed wrappers that extend THREE.Mesh, so you can add them directly to a Three.js scene.

Polygon

A planar polygon (supports holes) with outline support.

Cuboid

A box primitive (good baseline for booleans and exports).

Cylinder

A cylinder with configurable segments and angle.

Sphere

A tessellated sphere with segment controls.

Wedge

A wedge / prism shape.

Sweep

Sweep a profile along a path.

Opening

A boolean-cutting volume workflow for architectural openings.

Next steps

Boundary Representation

Understand how BREP works and how to build complex geometry

Primitives and Shapes Examples

See live primitives and shapes examples
Last modified on March 14, 2026