home / skills / cloudai-x / threejs-skills / threejs-fundamentals
This skill helps you set up and optimize Three.js scenes, cameras, renderers, and object hierarchies for accurate 3D transforms.
npx playbooks add skill cloudai-x/threejs-skills --skill threejs-fundamentalsReview the files below or copy the command above to add this skill to your agents.
---
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
```javascript
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.
```javascript
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.
```javascript
// 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.
```javascript
// 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.
```javascript
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.
```javascript
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
```javascript
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.
```javascript
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.
```javascript
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.
```javascript
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)
```javascript
// Axes helper
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper); // Red=X, Green=Y, Blue=Z
```
## Math Utilities
### Vector3
```javascript
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
```javascript
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
```javascript
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
```javascript
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
```javascript
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
```javascript
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
```javascript
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
```javascript
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
```javascript
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
```javascript
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
```javascript
// 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
This skill teaches core Three.js scene setup and transform fundamentals for building interactive 3D web apps. It covers scene composition, camera types, renderer configuration, Object3D hierarchy, and coordinate/math utilities. Use it to get a correct, performant baseline for any Three.js project.
It explains how to create and configure a Scene, add lights and meshes, and wire a WebGLRenderer with responsive resizing and tone mapping. It describes camera options (Perspective, Orthographic, Array, Cube) and when to use them, plus how to manage object transforms, parent/child hierarchies, and world vs local coordinates. Math utilities (Vector3, Matrix4, Quaternion, Euler, Color, MathUtils) and common patterns like animation clocks, loading managers, and cleanup are also covered.
Which camera should I use for realistic scenes?
Use PerspectiveCamera for realistic, human-eye views. Use OrthographicCamera for UI overlays, 2D/isometric games, or pixel-perfect rendering.
How do I keep animations frame-rate independent?
Use THREE.Clock.getDelta() to multiply motion by delta seconds so speed stays consistent across varying frame rates.