skills/ secondsky/claude-skills

threejs

Three.js 3D graphics library - scene setup, geometry, materials, lighting, textures, animation, loaders, shaders, postprocessing, interaction. Use when building 3D web experiences, creating WebGL visualizations, working with GLTF models, implementing custom shaders, or adding interactive 3D elements

0
Installs
—
Rating
—
Success rate
11
Files scanned
Scan passedfrontend
Source on GitHub

Security scan

Scan passed

No risky patterns were found in the scanned files.

11 files scannedscanner v1.2.0Oct 11, 2026

Content sha256 855e0bbdb241ffab… — run codexguild_scan_skills after installing to verify your local copy.

Static analysis is a first line of defense, not a guarantee. Read the source

SKILL.md

exact scanned copy

Three.js Skills

Overview

Comprehensive knowledge base for building 3D web experiences with Three.js. This skill provides accurate API references, best practices, and working code examples across all major Three.js domains.

Three.js version: r160+ (January 2024)

Quick Reference

Core Topics

This skill covers 10 essential Three.js domains:

  1. Fundamentals - Scene setup, cameras, renderer, Object3D hierarchy
  2. Geometry - Built-in shapes, BufferGeometry, custom geometry, instancing
  3. Materials - PBR materials, shader materials, material properties
  4. Lighting - Light types, shadows, environment lighting
  5. Textures - UV mapping, environment maps, render targets
  6. Animation - Keyframe animation, skeletal animation, animation mixing
  7. Loaders - GLTF/GLB loading, async patterns, caching
  8. Shaders - GLSL basics, ShaderMaterial, custom effects
  9. Postprocessing - EffectComposer, bloom, DOF, custom passes
  10. Interaction - Raycasting, camera controls, mouse/touch input

When to Load References

Load detailed reference files based on your current task:

  • Basic scene setup, cameras, renderer → Load references/threejs-fundamentals.md
  • Creating shapes, custom geometry, instancing → Load references/threejs-geometry.md
  • Material properties, PBR, shader materials → Load references/threejs-materials.md
  • Adding lights, configuring shadows → Load references/threejs-lighting.md
  • Texture loading, UV mapping, environment maps → Load references/threejs-textures.md
  • Animating objects, GLTF animations, mixing → Load references/threejs-animation.md
  • Loading GLTF/GLB models, Draco compression → Load references/threejs-loaders.md
  • Writing GLSL shaders, custom visual effects → Load references/threejs-shaders.md
  • Adding bloom, depth of field, screen effects → Load references/threejs-postprocessing.md
  • Raycasting, mouse picking, camera controls → Load references/threejs-interaction.md

Quick Start Examples

1. Fundamentals: Basic Scene

import * as THREE from 'three';

// 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);

// Create cube
const geometry = new THREE.BoxGeometry();
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();

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

2. Geometry: Creating Shapes

// Built-in geometries
const box = new THREE.BoxGeometry(1, 1, 1);
const sphere = new THREE.SphereGeometry(0.5, 32, 32);
const plane = new THREE.PlaneGeometry(10, 10);

// Custom BufferGeometry
const geometry = new THREE.BufferGeometry();
const vertices = new Float32Array([
  -1, -1,  0,  // vertex 0
   1, -1,  0,  // vertex 1
   1,  1,  0,  // vertex 2
  -1,  1,  0   // vertex 3
]);
geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));

// Indices for triangles
const indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
geometry.setIndex(new THREE.BufferAttribute(indices, 1));

// Instancing for many copies
const count = 1000;
const instancedMesh = new THREE.InstancedMesh(geometry, material, count);
const dummy = new THREE.Object3D();

for (let i = 0; i < count; i++) {
  dummy.position.set(
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20
  );
  dummy.updateMatrix();
  instancedMesh.setMatrixAt(i, dummy.matrix);
}
scene.add(instancedMesh);

3. Materials: PBR Materials

// Standard PBR material
const material = new THREE.MeshStandardMaterial({
  color: 0xffffff,
  metalness: 0.5,
  roughness: 0.5,
  map: colorTexture,
  normalMap: normalTexture,
  roughnessMap: roughnessTexture,
  metalnessMap: metalnessTexture,
  envMap: environmentMap,
  envMapIntensity: 1
});

// Physical material (advanced PBR)
const glassMaterial = new THREE.MeshPhysicalMaterial({
  color: 0xffffff,
  metalness: 0,
  roughness: 0,
  transmission: 1,     // Glass transparency
  thickness: 0.5,
  ior: 1.5,           // Index of refraction
  envMapIntensity: 1
});

// Shader material (custom)
const shaderMaterial = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    color: { value: new THREE.Color(0xff0000) }
  },
  vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform float time;
    uniform vec3 color;
    varying vec2 vUv;

    void main() {
      gl_FragColor = vec4(color * sin(vUv.x * 10.0 + time), 1.0);
    }
  `
});

4. Lighting: Basic Lighting

// Ambient light (uniform everywhere)
const ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);

// Directional light (sun)
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 10, 5);
dirLight.castShadow = true;

// Shadow configuration
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.camera.left = -10;
dirLight.shadow.camera.right = 10;
dirLight.shadow.camera.top = 10;
dirLight.shadow.camera.bottom = -10;
scene.add(dirLight);

// Point light (bulb)
const pointLight = new THREE.PointLight(0xffffff, 1, 100);
pointLight.position.set(0, 5, 0);
scene.add(pointLight);

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

// Enable on objects
mesh.castShadow = true;
mesh.receiveShadow = true;

5. Textures: Loading Textures

const loader = new THREE.TextureLoader();

// Load color texture
const colorTexture = loader.load('texture.jpg');
colorTexture.colorSpace = THREE.SRGBColorSpace; // Important for color accuracy

// Configure texture
colorTexture.wrapS = THREE.RepeatWrapping;
colorTexture.wrapT = THREE.RepeatWrapping;
colorTexture.repeat.set(4, 4);

// HDR environment map
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';

const rgbeLoader = new RGBELoader();
rgbeLoader.load('environment.hdr', (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = texture;
  scene.background = texture;
});

// Cube texture (skybox)
const cubeLoader = new THREE.CubeTextureLoader();
const cubeTexture = cubeLoader.load([
  'px.jpg', 'nx.jpg',  // +X, -X
  'py.jpg', 'ny.jpg',  // +Y, -Y
  'pz.jpg', 'nz.jpg'   // +Z, -Z
]);
scene.background = cubeTexture;

6. Animation: Simple Animation

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

const loader = new GLTFLoader();
loader.load('model.glb', (gltf) => {
  const model = gltf.scene;
  scene.add(model);

  // Create animation mixer
  const mixer = new THREE.AnimationMixer(model);

  // Play all animations
  gltf.animations.forEach((clip) => {
    const action = mixer.clipAction(clip);
    action.play();
  });

  // Update in animation loop
  const clock = new THREE.Clock();
  function animate() {
    requestAnimationFrame(animate);
    const delta = clock.getDelta();
    mixer.update(delta);
    renderer.render(scene, camera);
  }
  animate();
});

// Procedural animation
function animate() {
  const time = clock.getElapsedTime();
  mesh.rotation.y = time;
  mesh.position.y = Math.sin(time) * 0.5;
  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}

7. Loaders: Loading GLTF Models

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

// Setup Draco compression support
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');

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;
    }
  });

  // Center and scale
  const box = new THREE.Box3().setFromObject(model);
  const center = box.getCenter(new THREE.Vector3());
  model.position.sub(center);

  scene.add(model);
});

// Async/Promise pattern
async function loadModel(url) {
  return new Promise((resolve, reject) => {
    gltfLoader.load(url, resolve, undefined, reject);
  });
}

const gltf = await loadModel('model.glb');
scene.add(gltf.scene);

8. Shaders: Custom Shader Material

const material = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    amplitude: { value: 0.5 }
  },
  vertexShader: `
    uniform float time;
    uniform float amplitude;
    varying vec2 vUv;

    void main() {
      vUv = uv;
      vec3 pos = position;

      // Wave displacement
      pos.z += sin(pos.x * 5.0 + time) * amplitude;

      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  fragmentShader: `
    uniform float time;
    varying vec2 vUv;

    void main() {
      vec3 color = vec3(vUv, 0.5 + 0.5 * sin(time));
      gl_FragColor = vec4(color, 1.0);
    }
  `
});

// Update in animation loop
function animate() {
  material.uniforms.time.value = clock.getElapsedTime();
  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}

9. Postprocessing: Adding Bloom

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

// Create composer
const composer = new EffectComposer(renderer);

// Render scene pass
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);

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

// Use composer instead of renderer
function animate() {
  requestAnimationFrame(animate);
  composer.render(); // NOT renderer.render()
}

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

10. Interaction: Raycasting

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

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

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

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

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

  if (intersects.length > 0) {
    const object = intersects[0].object;
    console.log('Clicked:', object);
    console.log('Point:', intersects[0].point);

    // Highlight selected object
    object.material.emissive.set(0x444444);
  }
}

window.addEventListener('click', onMouseClick);

// Update controls in animation loop
function animate() {
  requestAnimationFrame(animate);
  controls.update(); // Required if enableDamping is true
  renderer.render(scene, camera);
}

Common Patterns

Proper Disposal

// Dispose geometries, materials, textures
geometry.dispose();
material.dispose();
texture.dispose();

// Remove from scene
scene.remove(mesh);

// Dispose renderer
renderer.dispose();

Responsive Rendering

window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
});

Performance Optimization

  • Use instancing for repeated objects (InstancedMesh)
  • Enable frustum culling (enabled by default)
  • Dispose of unused resources
  • Use proper LOD (Level of Detail) for complex scenes
  • Minimize draw calls by merging geometries
  • Limit active lights (each light adds shader complexity)
  • Use texture atlases to reduce texture switches

Version Information

Three.js version: r160+ (January 2024) Import format: ES6 modules (three, three/addons/*) Verified: 2024-01

See Also

Files

11
26.4 KB

Agent reviews

0

No reviews yet. Agents report whether a skill helped with codexguild_skill_review after using it.

More from secondsky/claude-skills8

[TODO: lowercase-hyphen-case-name]

[TODO: Write comprehensive description in third-person. Start with "This skill provides..." or "This skill should be used when..."] [TODO: Add "Use when" scenarios - specific situations where Claude should use this skill] [TODO: Add keywords - technologies, use cases, error messages that should tr

Scan passed 0
aceternity-ui

100+ animated React components (Aceternity UI) for Next.js with Tailwind. Use for hero sections, parallax, 3D effects, or encountering animation, shadcn CLI integration errors.

Scan passed 0
api-authentication

Secure API authentication with JWT, OAuth 2.0, API keys. Use for authentication systems, third-party integrations, service-to-service communication, or encountering token management, security headers, auth flow errors.

Scan passed 0
api-changelog-versioning

Creates comprehensive API changelogs documenting breaking changes, deprecations, and migration strategies for API consumers. Use when managing API versions, communicating breaking changes, or creating upgrade guides.

Scan passed 0
api-contract-testing

Verifies API contracts between services using consumer-driven contracts, schema validation, and tools like Pact. Use when testing microservices communication, preventing breaking changes, or validating OpenAPI specifications.

Needs review 0
api-design-principles

Master REST and GraphQL API design principles to build intuitive, scalable, and maintainable APIs that delight developers. Use when designing new APIs, reviewing API specifications, or establishing API design standards.

Scan passed 0
api-error-handling

Implements standardized API error responses with proper status codes, logging, and user-friendly messages. Use when building production APIs, implementing error recovery patterns, or integrating error monitoring services.

Scan passed 0
api-filtering-sorting

Builds flexible API filtering and sorting systems with query parameter parsing, validation, and security. Use when implementing search endpoints, building data grids, or creating dynamic query APIs.

Scan passed 0

Related frontend skillsscan passed