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OpenGeometry has three parts. You call only the SDK.

One document

OpenGeometry.create starts one kernel with one document. Every body you make goes into it. OpenGeometry.reset() empties it. The document is a graph of nodes. A node is a body or an assembly, with a placement and an optional parent. A body points to a shape. Two instances can point to the same shape.

Exact shapes, display meshes

The kernel keeps exact geometry: planes, cylinders, cones, spheres, tori, lines, circles and arcs. Booleans, measurements and STEP export use this exact geometry. The meshes that you see are a separate, approximate copy, made for display only. The kernel makes them when the scene asks, at the level of detail that the camera needs. See Display.

Your scene stays yours

Every body is a THREE.Group with two children: a surface mesh and an outline line set. You add bodies to your own scene, with your own camera, lights and renderer. OpenGeometry makes no scene, no camera and no controls.

Calls are synchronous

Making and editing bodies is synchronous: a new Solid(...) or an operate(...) has finished when the call returns. Only create, settled and exportStep return promises.

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Last modified on November 10, 2026