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threejs-webglThree.js WebGL 命令行

Agent Skill

threejs-webgl 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:threejs-webgl(Three.js WebGL 命令行)
来源仓库:https://github.com/freshtechbro/claudedesignskills
仓库路径:skills/threejs-webgl
安装命令:
npx skills add https://github.com/freshtechbro/claudedesignskills --skill threejs-webgl
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/freshtechbro/claudedesignskills --skill threejs-webgl

简介

threejs-webgl 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中围绕项目状态进行整理时使用。

  • 适用于代码协作与项目管理场景,可协助跟踪变更历史和团队沟通事项。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装,需确认权限范围和是否触发网络请求。
  • 建议在使用前检查维护状态和功能边界,避免误判为具备自动提交或 PR 合并能力。
  • 注意该技能不直接参与开发,仅提供信息聚合与展示支持。

SKILL.md

Three.js WebGL/WebGPU Development

Overview

Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.

Core Concepts

Scene Graph Architecture

Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:

Scene
├── Camera
├── Lights
│   ├── AmbientLight
│   ├── DirectionalLight
│   └── PointLight
├── Meshes
│   ├── Mesh (Geometry + Material)
│   └── InstancedMesh
└── Groups

Essential Components

Every Three.js application requires these core elements:

  1. Scene: Container for all 3D objects
  2. Camera: Defines the viewing perspective
  3. Renderer: Draws the scene to canvas (WebGL or WebGPU)
  4. Geometry: Defines the shape of objects
  5. Material: Defines the surface appearance
  6. Mesh: Combines geometry and material

Quick Start Pattern

Basic Scene Setup

import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);

const camera = new THREE.PerspectiveCamera(
  75, // FOV
  window.innerWidth / window.innerHeight, // Aspect ratio
  0.1, // Near clipping plane
  1000 // Far clipping plane
);
camera.position.set(0, 2, 5);

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);

// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);

// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;

// Animation Loop
function animate() {
  requestAnimationFrame(animate);
  controls.update();
  renderer.render(scene, camera);
}

animate();

// Handle Resize
window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

WebGPU Setup (Modern Alternative)

import * as THREE from 'three/webgpu';

const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

Common Patterns

1. Creating Meshes with Materials

// Basic Mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
  color: 0x00ff00,
  roughness: 0.5,
  metalness: 0.5
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

// Textured Mesh
const loader = new THREE.TextureLoader();
const texture = loader.load('texture.jpg');
texture.colorSpace = THREE.SRGBColorSpace;

const texturedMaterial = new THREE.MeshStandardMaterial({
  map: texture
});
const mesh = new THREE.Mesh(geometry, texturedMaterial);
scene.add(mesh);

2. Lighting Strategies

// Three-Point Lighting Setup
function setupThreePointLight(scene) {
  // Key Light (Main)
  const keyLight = new THREE.DirectionalLight(0xffffff, 3);
  keyLight.position.set(5, 10, 7.5);
  keyLight.castShadow = true;
  scene.add(keyLight);

  // Fill Light (Softens shadows)
  const fillLight = new THREE.DirectionalLight(0xffffff, 1);
  fillLight.position.set(-5, 5, -5);
  scene.add(fillLight);

  // Rim Light (Edge definition)
  const rimLight = new THREE.DirectionalLight(0xffffff, 0.5);
  rimLight.position.set(0, 5, -10);
  scene.add(rimLight);

  // Ambient (Base illumination)
  const ambient = new THREE.AmbientLight(0x404040, 0.5);
  scene.add(ambient);
}

// Physical Light (Realistic)
const bulbLight = new THREE.PointLight(0xffee88, 1, 100, 2);
bulbLight.power = 1700; // Lumens (100W bulb equivalent)
bulbLight.castShadow = true;
scene.add(bulbLight);

// Hemisphere Light (Sky + Ground)
const hemiLight = new THREE.HemisphereLight(
  0xddeeff, // Sky color
  0x0f0e0d, // Ground color
  0.02
);
scene.add(hemiLight);

3. Instanced Geometry (Performance)

// For rendering thousands of similar objects efficiently
const geometry = new THREE.SphereGeometry(0.1, 16, 16);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000);

const matrix = new THREE.Matrix4();
const color = new THREE.Color();

for (let i = 0; i < 1000; i++) {
  matrix.setPosition(
    Math.random() * 10 - 5,
    Math.random() * 10 - 5,
    Math.random() * 10 - 5
  );
  instancedMesh.setMatrixAt(i, matrix);
  instancedMesh.setColorAt(i, color.setHex(Math.random() * 0xffffff));
}

instancedMesh.instanceMatrix.needsUpdate = true;
scene.add(instancedMesh);

4. Loading 3D Models (glTF)

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';

// Setup loaders
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');

const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);

// Load model
gltfLoader.load('model.glb', (gltf) => {
  const model = gltf.scene;

  // Enable shadows
  model.traverse((child) => {
    if (child.isMesh) {
      child.castShadow = true;
      child.receiveShadow = true;
    }
  });

  scene.add(model);

  // Handle animations
  if (gltf.animations.length > 0) {
    const mixer = new THREE.AnimationMixer(model);
    const action = mixer.clipAction(gltf.animations[0]);
    action.play();

    // In animation loop:
    // mixer.update(deltaTime);
  }
});

5. Shadow Configuration

// Enable shadows on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // or VSMShadowMap

// Configure light shadows
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
directionalLight.shadow.camera.left = -10;
directionalLight.shadow.camera.right = 10;
directionalLight.shadow.camera.top = 10;
directionalLight.shadow.camera.bottom = -10;
directionalLight.shadow.radius = 4;
directionalLight.shadow.blurSamples = 8;

// Objects casting/receiving shadows
mesh.castShadow = true;
mesh.receiveShadow = true;

6. Raycasting (Interaction)

const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();

function onMouseClick(event) {
  mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

  raycaster.setFromCamera(mouse, camera);
  const intersects = raycaster.intersectObjects(scene.children, true);

  if (intersects.length > 0) {
    const object = intersects[0].object;
    object.material.color.set(0xff0000);
  }
}

window.addEventListener('click', onMouseClick);

Integration Patterns

With GSAP for Animation

import gsap from 'gsap';

// Animate camera
gsap.to(camera.position, {
  x: 5,
  y: 3,
  z: 10,
  duration: 2,
  ease: "power2.inOut",
  onUpdate: () => {
    camera.lookAt(scene.position);
  }
});

// Animate mesh properties
gsap.to(mesh.rotation, {
  y: Math.PI * 2,
  duration: 3,
  repeat: -1,
  ease: "none"
});

With React (see react-three-fiber skill)

// Three.js integrates naturally with React Three Fiber
// Use the react-three-fiber skill for React integration patterns

With Post-Processing

import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';

const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));

const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5, // strength
  0.4, // radius
  0.85 // threshold
);
composer.addPass(bloomPass);

// In animation loop:
composer.render();

Performance Optimization

1. Geometry Reuse

// Bad: Creates new geometry for each mesh
for (let i = 0; i < 100; i++) {
  const geometry = new THREE.BoxGeometry(1, 1, 1);
  const mesh = new THREE.Mesh(geometry, material);
  scene.add(mesh);
}

// Good: Reuse geometry
const sharedGeometry = new THREE.BoxGeometry(1, 1, 1);
for (let i = 0; i < 100; i++) {
  const mesh = new THREE.Mesh(sharedGeometry, material);
  scene.add(mesh);
}

2. Use InstancedMesh for Repeated Objects

For hundreds/thousands of identical objects, use InstancedMesh (see pattern above).

3. Texture Optimization

// Compress textures
texture.generateMipmaps = true;
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.magFilter = THREE.LinearFilter;

// Use power-of-two dimensions (512, 1024, 2048)
// Consider texture atlases for multiple small textures

4. Level of Detail (LOD)

const lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0);    // 0-50 units
lod.addLevel(mediumDetailMesh, 50);  // 50-100 units
lod.addLevel(lowDetailMesh, 100);    // 100+ units
scene.add(lod);

5. Frustum Culling

Three.js automatically culls objects outside the camera's view. Ensure objects have correct bounding spheres:

mesh.geometry.computeBoundingSphere();

6. Dispose Resources

function disposeScene() {
  scene.traverse((object) => {
    if (object.geometry) object.geometry.dispose();
    if (object.material) {
      if (Array.isArray(object.material)) {
        object.material.forEach(material => material.dispose());
      } else {
        object.material.dispose();
      }
    }
  });
  renderer.dispose();
}

Best Practices

1. Use Animation Clocks for Consistent Timing

const clock = new THREE.Clock();

function animate() {
  const deltaTime = clock.getDelta();
  const elapsedTime = clock.getElapsedTime();

  // Use deltaTime for frame-independent animations
  mesh.rotation.y += deltaTime * Math.PI * 0.5; // 90° per second

  renderer.render(scene, camera);
}

2. Camera Setup Guidelines

  • FOV: 45-75° for most applications
  • Near plane: As far as possible (avoid z-fighting)
  • Far plane: As close as possible (precision)
  • Aspect ratio: Always match canvas dimensions

3. Material Selection

  • MeshBasicMaterial: Unlit, flat colors (debugging, UI)
  • MeshLambertMaterial: Cheap diffuse lighting (mobile)
  • MeshPhongMaterial: Specular highlights (older standard)
  • MeshStandardMaterial: PBR, realistic (recommended)
  • MeshPhysicalMaterial: Advanced PBR (clearcoat, transmission)

4. Coordinate System

  • Three.js uses right-handed coordinate system
  • +Y is up, +Z is toward camera, +X is right
  • Rotations use radians (Math.PI = 180°)

5. Scene Organization

// Group related objects
const building = new THREE.Group();
building.add(walls, roof, windows);
scene.add(building);

// Use meaningful names
mesh.name = 'player-character';
const found = scene.getObjectByName('player-character');

Common Pitfalls

1. Not Updating Aspect Ratio on Resize

Always update camera aspect ratio and projection matrix when window resizes.

2. Creating New Objects in Animation Loop

// Bad: Memory leak
function animate() {
  const geometry = new THREE.BoxGeometry(); // Created every frame!
  // ...
}

// Good: Create once outside loop
const geometry = new THREE.BoxGeometry();
function animate() {
  // Reuse geometry
}

3. Forgetting to Enable Shadows

Remember to enable shadows on renderer, lights, and objects.

4. Z-Fighting (Flickering)

  • Increase near plane distance
  • Decrease far plane distance
  • Avoid overlapping coplanar surfaces
  • Use material.polygonOffset = true with material.polygonOffsetFactor

5. Color Space Issues

// Always set color space for textures
texture.colorSpace = THREE.SRGBColorSpace;

// Set renderer output encoding
renderer.outputColorSpace = THREE.SRGBColorSpace;

6. Not Disposing Resources

Always call .dispose() on geometries, materials, textures, and renderers when no longer needed.

Resources

This skill includes bundled resources to accelerate Three.js development:

references/

  • api_reference.md: Quick API reference for core classes (Scene, Camera, Renderer, etc.)
  • materials_guide.md: Comprehensive material types and properties
  • optimization_checklist.md: Performance optimization strategies

scripts/

  • setup_scene.py: Generate boilerplate Three.js scene setup code
  • texture_optimizer.py: Batch optimize textures for web (resize, compress)
  • gltf_validator.py: Validate glTF models before use

assets/

  • starter_scene/: Complete HTML/JS boilerplate project
  • shaders/: Custom GLSL shader examples (vertex, fragment)
  • hdri/: Environment maps for PBR lighting
  • draco/: DRACO decoder for compressed models

Advanced Topics

Custom Shaders (GLSL)

const material = new THREE.ShaderMaterial({
  uniforms: {
    uTime: { value: 0.0 },
    uColor: { value: new THREE.Color(0x00ff00) }
  },
  vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform float uTime;
    uniform vec3 uColor;
    varying vec2 vUv;
    void main() {
      gl_FragColor = vec4(uColor * vUv.x, 1.0);
    }
  `
});

Render Targets (Render-to-Texture)

const renderTarget = new THREE.WebGLRenderTarget(512, 512);

// Render scene to texture
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null);

// Use texture
const material = new THREE.MeshBasicMaterial({
  map: renderTarget.texture
});

GPU Computation (GPGPU)

Use GPUComputationRenderer for particle simulations, cloth physics, etc.

When to Use This Skill

Use this skill when:

  • Building interactive 3D web experiences
  • Creating product configurators or visualizers
  • Implementing WebGL/WebGPU rendering
  • Working with 3D models, scenes, or animations
  • Optimizing Three.js performance
  • Integrating Three.js with other libraries (GSAP, React, etc.)
  • Debugging Three.js rendering issues

For React integration, use the react-three-fiber skill. For animation, combine with the gsap-scrolltrigger skill. For UI animations, use the motion-framer skill.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

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安装前确认

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