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tresjs-core-skilld

tresjs-core-skilld

github.com/skilld-devDevelopment18496 installsUpdated 3w ago
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About tresjs-core-skilld

tresjs-core-skilld documents @tresjs/core, a Vue custom renderer for Three.js that maps Three.js classes to Vue components. It is for Vue developers building 3D scenes, with composables and components for rendering, loading models, animation, and pointer events.

Key features

  1. 01Render Three.js objects as Vue components
  2. 02Create scenes with TresCanvas
  3. 03Load assets with useLoader
  4. 04Animate with useLoop
  5. 05Handle pointer events on 3D objects
  6. 06Control rendering modes and frame rate

Use cases

  1. 01Build a Three.js scene in a Vue application
  2. 02Load and display a GLTF model
  3. 03Animate scene objects in a render loop
  4. 04Respond to pointer interaction with meshes

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/skilld-dev/vue-ecosystem-skills --skill tresjs-core-skilld

After installing, type/tresjs-core-skilldin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
components.md
composables.md
migration-v4-v5.md
performance.md
pointer-events.md
webgpu.md

Details

From the project README

@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

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