threejs-fundamentals
Assists with essential Three.js setup, including scene hierarchy, lighting, and camera configuration.
Install
mkdir -p .claude/skills/threejs-fundamentals && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/5315" && unzip -o skill.zip -d .claude/skills/threejs-fundamentals && rm skill.zipInstalls to .claude/skills/threejs-fundamentals
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
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.Key capabilities
- →Create a Three.js scene, camera, and WebGL renderer.
- →Add 3D objects like meshes and lights to a scene.
- →Configure camera types including PerspectiveCamera and OrthographicCamera.
- →Manage object hierarchies using Object3D and Group.
- →Implement an animation loop and handle window resizing.
How it works
The skill provides code examples and explanations for setting up a Three.js environment, including scene, camera, renderer, and object manipulation.
Inputs & outputs
When to use threejs-fundamentals
- →Setting up a 3D scene
- →Configuring WebGL renderers
- →Managing 3D object hierarchies
- →Animating 3D models
About this skill
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();
---
*Content truncated.*
How it compares
This skill details the fundamental classes and workflows for Three.js, offering specific code patterns for common 3D graphics tasks.
Compared to similar skills
threejs-fundamentals side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| threejs-fundamentals (this skill) | 1 | 6mo | No flags | Beginner |
| threejs-skills | 61 | 4mo | No flags | Intermediate |
| 3d-graphics | 33 | 6mo | No flags | Advanced |
| 3d-web-experience | 35 | 6mo | Review | Intermediate |
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Example prompts that trigger this skill in your AI assistant.
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