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threejs

Create or debug interactive web scenes with Three.js, including product viewers and animated page visuals. The skill covers cameras, lighting, model loading, controls, performance tuning, and cleanup of graphics resources when scenes close.

中文简介正在准备中。当前显示英语简介。

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Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.

查看安装方法

适用场景

  • Creating an interactive 3D product viewer
  • Adding an interactive 3D hero scene
  • Loading glTF models and setting up controls
  • Fixing resize issues and excessive rendering load

包含的文件(5)

  • SKILL.md3.4 KB
  • demo/index.html15.9 KB
  • demo/preview.jpg38.7 KB
  • demo/PROMPT.md1.9 KB
  • REFERENCES.md49 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Three.js — WebGL 3D Scenes Skill

When to use

  • Real 3D: product spins, interactive hero scenes, shaders/material effects, 3D data viz
  • You need full control beyond “background effects”
  • You can budget time for asset pipeline + performance tuning

Core mental model

  • Create:
    • Scene (root graph)
    • Camera (Perspective/Orthographic)
    • Renderer (WebGLRenderer)
    • Mesh = Geometry + Material
    • Lights (if using non-unlit materials)
  • Render loop:
    • requestAnimationFrame(animate)
    • Update time-based animations, controls, mixers, then renderer.render(scene, camera)

Key APIs/patterns

  • Setup:
    • const renderer = new THREE.WebGLRenderer({ canvas, antialias, alpha })
    • renderer.setSize(width, height, false)
    • renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
  • Camera:
    • camera.aspect = width / height; camera.updateProjectionMatrix()
  • Scene graph:
    • scene.add(object) / object.position/rotation/scale
  • Loading assets:
    • GLTFLoader (models), TextureLoader (images), DRACOLoader (compressed glTF)
  • Controls (common):
    • OrbitControls (debug/product), PointerLockControls (FPS), custom pointer handlers
  • Cleanup (important in SPAs):
    • geometry.dispose(), material.dispose(), texture.dispose(), renderer.dispose()
    • Remove event listeners; cancel RAF.

Common pitfalls

  • Not handling resize → stretched/cropped rendering
  • Too high devicePixelRatio → mobile GPU meltdown
  • Leaking WebGL resources (not disposing) → crashes after route changes
  • Loading huge textures/models → slow start; use compressed textures, Draco/KTX2, smaller maps
  • Using too many lights/shadows → expensive; fake lighting with baked textures when possible

Quick recipes

1) Minimal spinning cube

import * as THREE from "three";

const canvas = document.querySelector("#c");
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
camera.position.set(0, 0, 4);

const geom = new THREE.BoxGeometry(1, 1, 1);
const mat = new THREE.MeshStandardMaterial({ color: 0x7c3aed });
const mesh = new THREE.Mesh(geom, mat);
scene.add(mesh);

scene.add(new THREE.AmbientLight(0xffffff, 0.8));
const dir = new THREE.DirectionalLight(0xffffff, 0.8);
dir.position.set(2, 2, 2);
scene.add(dir);

function resize() {
  const w = canvas.clientWidth;
  const h = canvas.clientHeight;
  renderer.setSize(w, h, false);
  renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
  camera.aspect = w / h;
  camera.updateProjectionMatrix();
}
window.addEventListener("resize", resize);
resize();

function animate(t) {
  mesh.rotation.y = t * 0.0006;
  renderer.render(scene, camera);
  requestAnimationFrame(animate);
}
requestAnimationFrame(animate);

2) Respect reduced motion

  • If prefers-reduced-motion: reduce, render a still frame (no RAF) or slow updates.

What to ask the user

  • Is this decorative (hero) or functional 3D (product viewer)?
  • Target devices: mobile? older iPhones?
  • Asset format availability (glTF, HDRI, textures) and file size constraints
  • Accessibility/reduced motion requirements

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