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/threejs-fundamentals

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by cloudai-xcloudai-x/threejs-skills3.5k stars
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Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.

Use this Skill: https://skilld.dev/gh/cloudai-x/threejs-skills/threejs-fundamentals

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Three.js Fundamentals

Quick Start

import * as THREE from "three";

// Create scene, camera, renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
  75,
  window.innerWidth / window.innerHeight,
  0.1,
  1000,
);
const renderer = new THREE.WebGLRenderer({ antialias: true });

renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);

// Add a mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

// Add light
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
scene.add(dirLight);

camera.position.z = 5;

// Animation loop
function animate() {
  requestAnimationFrame(animate);
  cube.rotation.x += 0.01;
  cube.rotation.y += 0.01;
  renderer.render(scene, camera);
}
animate();

// Handle resize
window.addEventListener("resize", () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

Core Classes

Scene

Container for all 3D objects, lights, and cameras.

const scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000); // Solid color
scene.background = texture; // Skybox texture
scene.background = cubeTexture; // Cubemap
scene.environment = envMap; // Environment map for PBR
scene.fog = new THREE.Fog(0xffffff, 1, 100); // Linear fog
scene.fog = new THREE.FogExp2(0xffffff, 0.02); // Exponential fog

Cameras

PerspectiveCamera - Most common, simulates human eye.

// PerspectiveCamera(fov, aspect, near, far)
const camera = new THREE.PerspectiveCamera(
  75, // Field of view (degrees)
  window.innerWidth / window.innerHeight, // Aspect ratio
  0.1, // Near clipping plane
  1000, // Far clipping plane
);

camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);
camera.updateProjectionMatrix(); // Call after changing fov, aspect, near, far

OrthographicCamera - No perspective distortion, good for 2D/isometric.

// OrthographicCamera(left, right, top, bottom, near, far)
const aspect = window.innerWidth / window.innerHeight;
const frustumSize = 10;
const camera = new THREE.OrthographicCamera(
  (frustumSize * aspect) / -2,
  (frustumSize * aspect) / 2,
  frustumSize / 2,
  frustumSize / -2,
  0.1,
  1000,
);

ArrayCamera - Multiple viewports with sub-cameras.

const cameras = [];
for (let i = 0; i < 4; i++) {
  const subcamera = new THREE.PerspectiveCamera(40, 1, 0.1, 100);
  subcamera.viewport = new THREE.Vector4(
    Math.floor(i % 2) * 0.5,
    Math.floor(i / 2) * 0.5,
    0.5,
    0.5,
  );
  cameras.push(subcamera);
}
const arrayCamera = new THREE.ArrayCamera(cameras);

CubeCamera - Renders environment maps for reflections.

const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256);
const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);

// Use for reflections
material.envMap = cubeRenderTarget.texture;

// Update each frame (expensive!)
cubeCamera.position.copy(reflectiveMesh.position);
cubeCamera.update(renderer, scene);

WebGLRenderer

const renderer = new THREE.WebGLRenderer({
  canvas: document.querySelector("#canvas"), // Optional existing canvas
  antialias: true, // Smooth edges
  alpha: true, // Transparent background
  powerPreference: "high-performance", // GPU hint
  preserveDrawingBuffer: true, // For screenshots
});

renderer.setSize(width, height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));

// Tone mapping
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;

// Color space (Three.js r152+)
renderer.outputColorSpace = THREE.SRGBColorSpace;

// Shadows
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

// Clear color
renderer.setClearColor(0x000000, 1);

// Render
renderer.render(scene, camera);

Object3D

Base class for all 3D objects. Mesh, Group, Light, Camera all extend Object3D.

const obj = new THREE.Object3D();

// Transform
obj.position.set(x, y, z);
obj.rotation.set(x, y, z); // Euler angles (radians)
obj.quaternion.set(x, y, z, w); // Quaternion rotation
obj.scale.set(x, y, z);

// Local vs World transforms
obj.getWorldPosition(targetVector);
obj.getWorldQuaternion(targetQuaternion);
obj.getWorldDirection(targetVector);

// Hierarchy
obj.add(child);
obj.remove(child);
obj.parent;
obj.children;

// Visibility
obj.visible = false;

// Layers (for selective rendering/raycasting)
obj.layers.set(1);
obj.layers.enable(2);
obj.layers.disable(0);

// Traverse hierarchy
obj.traverse((child) => {
  if (child.isMesh) child.material.color.set(0xff0000);
});

// Matrix updates
obj.matrixAutoUpdate = true; // Default: auto-update matrices
obj.updateMatrix(); // Manual matrix update
obj.updateMatrixWorld(true); // Update world matrix recursively

Group

Empty container for organizing objects.

const group = new THREE.Group();
group.add(mesh1);
group.add(mesh2);
scene.add(group);

// Transform entire group
group.position.x = 5;
group.rotation.y = Math.PI / 4;

Mesh

Combines geometry and material.

const mesh = new THREE.Mesh(geometry, material);

// Multiple materials (one per geometry group)
const mesh = new THREE.Mesh(geometry, [material1, material2]);

// Useful properties
mesh.geometry;
mesh.material;
mesh.castShadow = true;
mesh.receiveShadow = true;

// Frustum culling
mesh.frustumCulled = true; // Default: skip if outside camera view

// Render order
mesh.renderOrder = 10; // Higher = rendered later

Coordinate System

Three.js uses a right-handed coordinate system:

  • +X points right
  • +Y points up
  • +Z points toward viewer (out of screen)
// Axes helper
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper); // Red=X, Green=Y, Blue=Z

Math Utilities

Vector3

const v = new THREE.Vector3(x, y, z);
v.set(x, y, z);
v.copy(otherVector);
v.clone();

// Operations (modify in place)
v.add(v2);
v.sub(v2);
v.multiply(v2);
v.multiplyScalar(2);
v.divideScalar(2);
v.normalize();
v.negate();
v.clamp(min, max);
v.lerp(target, alpha);

// Calculations (return new value)
v.length();
v.lengthSq(); // Faster than length()
v.distanceTo(v2);
v.dot(v2);
v.cross(v2); // Modifies v
v.angleTo(v2);

// Transform
v.applyMatrix4(matrix);
v.applyQuaternion(q);
v.project(camera); // World to NDC
v.unproject(camera); // NDC to world

Matrix4

const m = new THREE.Matrix4();
m.identity();
m.copy(other);
m.clone();

// Build transforms
m.makeTranslation(x, y, z);
m.makeRotationX(theta);
m.makeRotationY(theta);
m.makeRotationZ(theta);
m.makeRotationFromQuaternion(q);
m.makeScale(x, y, z);

// Compose/decompose
m.compose(position, quaternion, scale);
m.decompose(position, quaternion, scale);

// Operations
m.multiply(m2); // m = m * m2
m.premultiply(m2); // m = m2 * m
m.invert();
m.transpose();

// Camera matrices
m.makePerspective(left, right, top, bottom, near, far);
m.makeOrthographic(left, right, top, bottom, near, far);
m.lookAt(eye, target, up);

Quaternion

const q = new THREE.Quaternion();
q.setFromEuler(euler);
q.setFromAxisAngle(axis, angle);
q.setFromRotationMatrix(matrix);

q.multiply(q2);
q.slerp(target, t); // Spherical interpolation
q.normalize();
q.invert();

Euler

const euler = new THREE.Euler(x, y, z, "XYZ"); // Order matters!
euler.setFromQuaternion(q);
euler.setFromRotationMatrix(m);

// Rotation orders: 'XYZ', 'YXZ', 'ZXY', 'XZY', 'YZX', 'ZYX'

Color

const color = new THREE.Color(0xff0000);
const color = new THREE.Color("red");
const color = new THREE.Color("rgb(255, 0, 0)");
const color = new THREE.Color("#ff0000");

color.setHex(0x00ff00);
color.setRGB(r, g, b); // 0-1 range
color.setHSL(h, s, l); // 0-1 range

color.lerp(otherColor, alpha);
color.multiply(otherColor);
color.multiplyScalar(2);

MathUtils

THREE.MathUtils.clamp(value, min, max);
THREE.MathUtils.lerp(start, end, alpha);
THREE.MathUtils.mapLinear(value, inMin, inMax, outMin, outMax);
THREE.MathUtils.degToRad(degrees);
THREE.MathUtils.radToDeg(radians);
THREE.MathUtils.randFloat(min, max);
THREE.MathUtils.randInt(min, max);
THREE.MathUtils.smoothstep(x, min, max);
THREE.MathUtils.smootherstep(x, min, max);

Common Patterns

Proper Cleanup

function dispose() {
  // Dispose geometries
  mesh.geometry.dispose();

  // Dispose materials
  if (Array.isArray(mesh.material)) {
    mesh.material.forEach((m) => m.dispose());
  } else {
    mesh.material.dispose();
  }

  // Dispose textures
  texture.dispose();

  // Remove from scene
  scene.remove(mesh);

  // Dispose renderer
  renderer.dispose();
}

Clock for Animation

const clock = new THREE.Clock();

function animate() {
  const delta = clock.getDelta(); // Time since last frame (seconds)
  const elapsed = clock.getElapsedTime(); // Total time (seconds)

  mesh.rotation.y += delta * 0.5; // Consistent speed regardless of framerate

  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}

Responsive Canvas

function onWindowResize() {
  const width = window.innerWidth;
  const height = window.innerHeight;

  camera.aspect = width / height;
  camera.updateProjectionMatrix();

  renderer.setSize(width, height);
  renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
}
window.addEventListener("resize", onWindowResize);

Loading Manager

const manager = new THREE.LoadingManager();

manager.onStart = (url, loaded, total) => console.log("Started loading");
manager.onLoad = () => console.log("All loaded");
manager.onProgress = (url, loaded, total) => console.log(`${loaded}/${total}`);
manager.onError = (url) => console.error(`Error loading ${url}`);

const textureLoader = new THREE.TextureLoader(manager);
const gltfLoader = new GLTFLoader(manager);

Performance Tips

  1. Limit draw calls: Merge geometries, use instancing, atlas textures
  2. Frustum culling: Enabled by default, ensure bounding boxes are correct
  3. LOD (Level of Detail): Use THREE.LOD for distance-based mesh switching
  4. Object pooling: Reuse objects instead of creating/destroying
  5. Avoid getWorldPosition in loops: Cache results
// Merge static geometries
import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js";
const merged = mergeGeometries([geo1, geo2, geo3]);

// LOD
const lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0);
lod.addLevel(medDetailMesh, 50);
lod.addLevel(lowDetailMesh, 100);
scene.add(lod);

See Also

  • threejs-geometry - Geometry creation and manipulation
  • threejs-materials - Material types and properties
  • threejs-lighting - Light types and shadows

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub22d

    This skill provides standard documentation and boilerplate code for Three.js, a popular 3D graphics library. It contains no malicious code or suspicious patterns.

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Signed by skilld at 945fb8d. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 2 months ago.

Steadyupdated 9 months ago
  • threejs
  • 3d
  • webgl
  • scene
  • camera
  • renderer
  • geometry
  • transforms
  • object-hierarchy

README badge

README badge for cloudai-x/threejs-skills/threejs-fundamentals

Sets up Three.js scenes, cameras, renderers, and object hierarchies. Covers PerspectiveCamera, OrthographicCamera, WebGLRenderer configuration, coordinate systems, transforms, and math utilities like Vector3, Matrix4, and Quaternion.

Generated from the current SKILL.md.

Does this skill cover geometry and material creation?
No. This skill focuses on scene setup, cameras, renderers, and object hierarchies. See the threejs-geometry and threejs-materials skills for those topics.
What camera types does this skill cover?
PerspectiveCamera, OrthographicCamera, ArrayCamera, and CubeCamera. PerspectiveCamera is most common for general 3D scenes, while OrthographicCamera suits 2D and isometric views.
How do I handle window resizing in Three.js?
Update the camera's aspect ratio, call updateProjectionMatrix(), and resize the renderer. The skill includes a complete responsive canvas pattern.
What's the difference between local and world transforms?
Local transforms (position, rotation, scale) are relative to the object's parent. World transforms are absolute positions in the scene, retrieved with getWorldPosition(), getWorldQuaternion(), etc.
Does this cover lighting and shadows?
No. The skill shows basic light setup only. See the threejs-lighting skill for comprehensive coverage of light types and shadow configuration.

Generated from the current SKILL.md. These answers refresh after source changes.