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threejs-fundamentals skill

/skills/threejs-fundamentals

This skill helps you set up and optimize Three.js scenes, cameras, renderers, and object hierarchies for accurate 3D transforms.

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---
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

Overview

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.

How this skill works

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.

When to use it

  • Setting up a new Three.js scene and render loop
  • Choosing and configuring cameras for perspective or orthographic views
  • Managing Object3D transforms, parenting, and traversal
  • Configuring renderer settings, tone mapping, and color space
  • Optimizing scene performance and cleanup workflows

Best practices

  • Keep a single render loop and use THREE.Clock for consistent animation timing
  • Use groups and Object3D hierarchy to transform collections instead of individual objects
  • Dispose geometries, materials, and textures when removing objects to avoid memory leaks
  • Limit draw calls via merged geometries, instancing, or texture atlases
  • Use responsive resize handlers to update camera.aspect and renderer size and pixel ratio

Example use cases

  • Quick start template that creates scene, camera, renderer, lights, and an animated mesh
  • Switching between PerspectiveCamera and OrthographicCamera for gameplay vs UI rendering
  • Using CubeCamera to generate realtime environment maps for reflective materials
  • Organizing scene content with Group and LOD for performance tuning
  • Implementing a LoadingManager for coordinated asset loading and progress UI

FAQ

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.