Token导航 LogoToken导航TokenDH.com
研究检索只读github未标认证来源可访问clear审计未展示

threejs-fundamentalsThree.js fundamentals 搜索

Agent Skill

threejs-fundamentals 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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。

总安装

210

周安装

9

GitHub Stars

公开资料未说明

下载量

73
CodexClaudeCursorGemini CLI

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

MIT

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-fundamentals(Three.js fundamentals 搜索)
来源仓库:https://github.com/toilahuongg/google-antigravity-kit
仓库路径:skills/threejs-fundamentals
安装命令:
npx skills add toilahuongg/google-antigravity-kit --skill "threejs-fundamentals"
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。

AgentSkills.tonpx skills
npx skills add toilahuongg/google-antigravity-kit --skill "threejs-fundamentals"

简介

用于查找、检索和筛选 Three.js 基础相关内容。

  • 适合在关键词搜索、任务场景定位或来源线索梳理时使用。
  • 可结合来源仓库和原始 README 继续核验具体用法。
  • 安装前建议确认权限范围、维护状态及是否触发联网或文件操作。
  • 适用于 Codex、Claude、Cursor、Gemini CLI 等宿主环境。

SKILL.md

name
threejs-fundamentals
description
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.

Three.js Fundamentals

Quick Start

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);
});

Core Classes

Scene

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

Cameras

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);

WebGLRenderer

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);

Object3D

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

Group

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;

Mesh

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

Coordinate System

Three.js uses a right-handed coordinate system:

  • +X points right
  • +Y points up
  • +Z points toward viewer (out of screen)
// Axes helper
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper); // Red=X, Green=Y, Blue=Z

Math Utilities

Vector3

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

Matrix4

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);

Quaternion

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();

Euler

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'

Color

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);

MathUtils

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);

Common Patterns

Proper Cleanup

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();
}

Clock for Animation

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);
}

Responsive Canvas

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);

Loading Manager

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);

Performance Tips

  1. Limit draw calls: Merge geometries, use instancing, atlas textures
  2. Frustum culling: Enabled by default, ensure bounding boxes are correct
  3. LOD (Level of Detail): Use THREE.LOD for distance-based mesh switching
  4. Object pooling: Reuse objects instead of creating/destroying
  5. Avoid getWorldPosition 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);

See Also

  • threejs-geometry - Geometry creation and manipulation
  • threejs-materials - Material types and properties
  • threejs-lighting - Light types and shadows

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

04

需要参考平台分布和安装热度时

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

补充不同宿主或平台的使用分布数据

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

windsurf

25.05%
按下载量换算18

OpenCode

23.86%
按下载量换算17

weavefox

17.46%
按下载量换算13

Codex

12.26%
按下载量换算9

Claude Code

6.95%
按下载量换算5

Antigravity

3.55%
按下载量换算3

安全审计

暂无安全审计结果可展示。

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills