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threejs

threejs

github.com/mengtoDevelopment7.1k2.0k installsUpdated 4d ago
Repository

About threejs

A Three.js skill for web developers building 3D scenes, covering common patterns for scenes, cameras, renderers, asset loading, and animation loops. It also addresses performance, resource cleanup, and reduced-motion support.

Key features

  1. 01Set up scenes, cameras, and renderers
  2. 02Work with meshes, materials, and lights
  3. 03Load glTF models and textures
  4. 04Configure controls and animation loops
  5. 05Handle resizing and resource disposal

Use cases

  1. 01Build interactive 3D product viewers
  2. 02Create WebGL hero scenes
  3. 03Develop 3D data visualizations

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/mengto/skills --skill threejs

After installing, type/threejsin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

REFERENCES.md
demo/
index.html
PROMPT.md

Details

From the project README

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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