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Declarative Three.js using Vue components. ALWAYS use when writing code that imports "@tresjs/core" or touches TresCanvas, Tres components, useLoop, useLoader, useTres, useTresContext, TresPortal, pointer events, render modes, or TresJS debugging, upgrades, and performance work.

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SKILL.md

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@tresjs/core 5.9.0

Vue custom renderer for Three.js: any THREE class becomes a component by prefixing Tres (<TresMesh>, <TresBoxGeometry>). Prepared source: package.json, dist/tres.d.ts (public types), dist/tres.js.

npm dist-tags at generation time: latest 5.9.0, rc 5.0.0-rc.0, next 5.0.0-next.6, beta 2.0.0-beta.13, alpha 5.0.0-alpha.2.

Environment limits

  • ESM-only since v5. No UMD, no require(). import { TresCanvas } from '@tresjs/core'.
  • Peer deps: vue >=3.4, three >=0.133 (package.json:44-46). Built against three ^0.184.
  • Time source: three Timer on r179+, falls back to Clock on older three (dist/tres.d.ts:962-970).
  • WebGPU is experimental; requires the renderer prop with a three/webgpu Renderer (see references/webgpu.md).

Setup

pnpm i @tresjs/core three
pnpm i @types/three -D   # TypeScript

Vite: spread templateCompilerOptions into the Vue plugin, or Tres components warn as unknown custom elements (README.md:36-50):

import { templateCompilerOptions } from '@tresjs/core'
import vue from '@vitejs/plugin-vue'
import { defineConfig } from 'vite'

export default defineConfig({
  plugins: [vue({ ...templateCompilerOptions })],
})

A separate subpath export @tresjs/core/template-compiler-options exists for hosts that only need compiler options (package.json:21-25). For Nuxt use @tresjs/nuxt instead of manual setup.

Core model

  • Component catalogue is autogenerated from the THREE namespace: Tres + capitalized class name, also available kebab-case (<tres-mesh>, supported since v5.1.0) (dist/tres.d.ts:497-509).
  • args passes constructor arguments: <TresBoxGeometry :args="[1, 2, 3]" />. Changing reactive args recreates the whole instance; use props for everything settable after construction (dist/tres.d.ts:405-411).
  • Props map to instance properties. Math types accept shorthand: :position="[1, 2, 3]", :rotation="[0, Math.PI, 0]", color="#00ff00" (dist/tres.d.ts:457-485).
  • Child material/geometry auto-attach via attach: <TresMesh><TresBoxGeometry /><TresMeshNormalMaterial /></TresMesh> works without explicit attach.
  • extend({ MyObject }) before using non-THREE classes as <TresMyObject> (dist/tres.d.ts:872-874).
  • <primitive :object="existingThreeObject" /> mounts an object you created in JS. It does not own disposal; dispose manually (see references/performance.md).

Minimal scene:

<script setup lang="ts">
import { TresCanvas } from '@tresjs/core'
</script>

<template>
  <TresCanvas shadows>
    <TresPerspectiveCamera :position="[3, 3, 3]" :look-at="[0, 0, 0]" />
    <TresMesh>
      <TresBoxGeometry :args="[1, 1, 1]" />
      <TresMeshNormalMaterial />
    </TresMesh>
    <TresDirectionalLight :position="[3, 3, 3]" :intensity="1" cast-shadow />
  </TresCanvas>
</template>

Without an explicit camera, a default PerspectiveCamera is created (dist/tres.d.ts:682-685).

API changes to know

v5 breaking (migrate with references/migration-v4-v5.md):

  • useLoader returns reactive state { state, isLoading, error, progress, load }, no longer a Promise (dist/tres.d.ts:40-65).
  • Pointer events use native DOM names: @pointerdown, not @pointer-down. Only the first intersected object fires.
  • useTexture moved to @tresjs/cientos. useRenderLoop, useCamera, useSeek, useRaycaster, useTresReady, useTresEventManager, useLogger were removed. Replacements: useLoop, useTres, useGraph, @ready event.
  • useTresContext().camera is a camera manager; use useTres().camera for the active camera instance (dist/tres.d.ts:574-606).
  • WebGL context props (alpha, antialias, depth, stencil, powerPreference, logarithmicDepthBuffer, preserveDrawingBuffer, failIfMajorPerformanceCaveat) are readonly; set once at mount (dist/tres.d.ts:141-206).

Recent additions:

  • 5.9.0: TresPortal component reparents children into any Object3D/Scene target (dist/tres.d.ts:853-858), https://docs.tresjs.org/api/components/tres-portal
  • 5.9.0: isWebGPURenderer guard and reactive context.isWebGPU flag (dist/tres.d.ts:350-367, 1204-1222)
  • 5.9.0: shadowMapType defaults to PCFShadowMap on WebGL, PCFSoftShadowMap on WebGPU (dist/tres.d.ts:250-255)
  • 5.8.0: fpsLimit prop caps render FPS (dist/tres.d.ts:692-696)
  • 5.7.0: three <r179 compatibility via Timer to Clock fallback (dist/tres.d.ts:962-970)
  • 5.5.0: TresCanvasContext (the Context component) for bringing your own <canvas> (dist/tres.d.ts:680-708)
  • 5.3.0: customRendererOptions.primitivePrefix renames <primitive> (dist/tres.d.ts:622-625)
  • 5.2.0: TresCanvasProps / TresCanvasEmits types exported (dist/tres.d.ts:776-781)
  • Full history: https://github.com/Tresjs/tres/blob/main/packages/core/CHANGELOG.md

Common tasks

Animate with frame-rate independence (delta in seconds):

<script setup lang="ts">
import { useLoop } from '@tresjs/core'
const { onBeforeRender } = useLoop()
const cube = shallowRef<TresInstance | null>(null)

onBeforeRender(({ delta, elapsed }) => {
  if (!cube.value) return
  cube.value.rotation.y += delta * 2        // 2 rad/s on any refresh rate
  cube.value.position.y = Math.sin(elapsed * 3) * 0.5
})
</script>

<template>
  <TresMesh ref="cube">
    <TresBoxGeometry :args="[1, 1, 1]" />
    <TresMeshNormalMaterial />
  </TresMesh>
</template>

useLoop only works inside child components of TresCanvas; on the canvas itself use @before-loop / @loop events (https://docs.tresjs.org/api/composables/use-loop).

Load a model:

import { useLoader } from '@tresjs/core'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'

const { state: model, isLoading, error, progress } = useLoader(
  GLTFLoader,
  '/models/duck.gltf',            // MaybeRef<string>: changing the ref reloads
  { extensions: (loader) => loader.setDRACOLoader(dracoLoader) },
)
// template: <primitive v-if="!isLoading && model?.scene" :object="model.scene" />

Click a mesh:

<TresMesh @click="(e) => e.object.material.color.set('#ff0000')">
  <TresBoxGeometry />
  <TresMeshNormalMaterial />
</TresMesh>

Event payloads carry point, object, distance, face, uv, xy. @pointermissed on TresCanvas catches clicks on empty space. Details: references/pointer-events.md.

Best practices

  • Use shallowRef for template refs to Three.js instances and for any object passed to <primitive>; deep ref proxies cost real frame time. https://docs.tresjs.org/api/advanced/performance
  • Prefer renderMode="on-demand" plus invalidate() for non-game scenes; renderMode="manual" plus advance() for full control (dist/tres.d.ts:134-139).
  • In on-demand mode, call invalidate() after mutating objects through refs, since those mutations bypass Vue reactivity.
  • Take over rendering with useLoop().render(fn) only for post-processing or multi-pass; the fn must call notifySuccess() or render modes break (https://docs.tresjs.org/api/composables/use-loop).
  • Register ordered updates via the priority argument of onBeforeRender/onRender (default 0, higher runs later).
  • useGraph(object) gives named nodes, materials, meshes maps for loaded GLTF scenes instead of manual traversal (dist/tres.d.ts:565).
  • Call dispose() (exported from @tresjs/core) on programmatically created objects used via <primitive>; template-created objects are disposed automatically.
  • Keep args static unless you intend instance recreation; animate via props or refs instead.
  • Debug with v-log / v-log:material, v-light-helper, v-distance-to directives (dist/tres.d.ts:934-952), https://docs.tresjs.org/api/utils/directives

References

Official docs: https://docs.tresjs.org

Source: SKILL.md on GitHub

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