analyze
무료Risk analysis and approach selection before planning. Use when requirements are ambiguous, approaches vary, or work touches hub/bridge nodes. Skip for typo fixes.
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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.
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설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
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);
});
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
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);
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);
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
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;
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
Three.js uses a right-handed coordinate system:
// Axes helper
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper); // Red=X, Green=Y, Blue=Z
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
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);
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();
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'
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);
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);
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();
}
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);
}
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);
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);
THREE.LOD for distance-based mesh switchinggetWorldPosition 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);
threejs-geometry - Geometry creation and manipulationthreejs-materials - Material types and propertiesthreejs-lighting - Light types and shadows아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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Risk analysis and approach selection before planning. Use when requirements are ambiguous, approaches vary, or work touches hub/bridge nodes. Skip for typo fixes.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Proactive architecture review — explore codebase structure, generate a self-contained HTML report with Mermaid diagrams and candidate improvements, then grill the findings. Use when planning a large refactor, onboarding to an unfamiliar codebase, or before a major architectural change.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Autonomous human-like browser control and professional QA/QC testing. Powered by agent-browser (Rust native CDP, zero Playwright) with ISTQB test matrix generation, automated testcase execution, console/network error tracing, and defect reporting.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Persistent token-compression mode (~75% reduction) — now always-on by default. Strips filler while keeping code exact.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Database migration best practices for schema changes, data migrations, rollbacks, and zero-downtime deployments across PostgreSQL, MySQL, and common ORMs (Prisma, Drizzle, Kysely, Django, TypeORM, golang-migrate).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Anti-slop frontend skill for landing pages, portfolios, and redesigns. The agent reads the brief, infers the right design direction, and ships interfaces that do not look templated. Real design systems when applicable, audit-first on redesigns, strict pre-flight check.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.