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This skill helps you build optimized 3D HUD panels using Three.js and TresJS for real-time, GPU-aware JARVIS displays.
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---
name: threejs-tresjs
description: 3D HUD rendering with Three.js and TresJS for JARVIS AI Assistant
model: sonnet
risk_level: MEDIUM
version: 1.0.0
---
# Three.js / TresJS Development Skill
> **File Organization**: This skill uses split structure. See `references/` for advanced patterns and security examples.
## 1. Overview
This skill provides expertise for building 3D HUD interfaces using Three.js and TresJS (Vue 3 integration). It focuses on creating performant, visually stunning holographic displays for the JARVIS AI Assistant.
**Risk Level**: MEDIUM - GPU resource consumption, potential ReDoS in color parsing, WebGL security considerations
**Primary Use Cases**:
- Rendering 3D holographic HUD panels
- Animated status indicators and gauges
- Particle effects for system visualization
- Real-time metric displays with 3D elements
## 2. Core Responsibilities
### 2.1 Fundamental Principles
1. **TDD First**: Write tests before implementation - verify 3D components render correctly
2. **Performance Aware**: Optimize for 60fps with instancing, LOD, and efficient render loops
3. **Resource Management**: Always dispose of geometries, materials, and textures to prevent memory leaks
4. **Vue Reactivity Integration**: Use TresJS for seamless Vue 3 composition API integration
5. **Safe Color Parsing**: Validate color inputs to prevent ReDoS attacks
6. **GPU Protection**: Implement safeguards against GPU resource exhaustion
7. **Accessibility**: Provide fallbacks for devices without WebGL support
## 3. Technology Stack & Versions
### 3.1 Recommended Versions
| Package | Version | Security Notes |
|---------|---------|----------------|
| three | ^0.160.0+ | Latest stable, fixes CVE-2020-28496 ReDoS |
| @tresjs/core | ^4.0.0 | Vue 3 integration |
| @tresjs/cientos | ^3.0.0 | Component library |
| postprocessing | ^6.0.0 | Effects library |
### 3.2 Security-Critical Updates
```json
{
"dependencies": {
"three": "^0.160.0",
"@tresjs/core": "^4.0.0",
"@tresjs/cientos": "^3.0.0"
}
}
```
**Note**: Versions before 0.137.0 have XSS vulnerabilities, before 0.125.0 have ReDoS vulnerabilities.
## 4. Implementation Patterns
### 4.1 Basic HUD Scene Setup
```vue
<script setup lang="ts">
import { TresCanvas } from '@tresjs/core'
import { OrbitControls } from '@tresjs/cientos'
const gl = {
clearColor: '#000011',
alpha: true,
antialias: true,
powerPreference: 'high-performance'
}
</script>
<template>
<TresCanvas v-bind="gl">
<TresPerspectiveCamera :position="[0, 0, 5]" />
<OrbitControls :enable-damping="true" />
<HUDPanels />
<MetricsDisplay />
<ParticleEffects />
</TresCanvas>
</template>
```
### 4.2 Secure Color Handling
```typescript
// utils/safeColor.ts
import { Color } from 'three'
// ✅ Safe color parsing with validation
export function safeParseColor(input: string): Color {
// Validate format to prevent ReDoS
const hexPattern = /^#([0-9a-fA-F]{3}|[0-9a-fA-F]{6})$/
const rgbPattern = /^rgb\(\s*\d{1,3}\s*,\s*\d{1,3}\s*,\s*\d{1,3}\s*\)$/
if (!hexPattern.test(input) && !rgbPattern.test(input)) {
console.warn('Invalid color format, using default')
return new Color(0x00ff00) // Default JARVIS green
}
return new Color(input)
}
// ❌ DANGEROUS - User input directly to Color
// const color = new Color(userInput) // Potential ReDoS
// ✅ SECURE - Validated input
const color = safeParseColor(userInput)
```
### 4.3 Memory-Safe Component
```vue
<script setup lang="ts">
import { onUnmounted, shallowRef } from 'vue'
import { Mesh, BoxGeometry, MeshStandardMaterial } from 'three'
// ✅ Use shallowRef for Three.js objects
const meshRef = shallowRef<Mesh | null>(null)
// ✅ Cleanup on unmount
onUnmounted(() => {
if (meshRef.value) {
meshRef.value.geometry.dispose()
if (Array.isArray(meshRef.value.material)) {
meshRef.value.material.forEach(m => m.dispose())
} else {
meshRef.value.material.dispose()
}
}
})
</script>
<template>
<TresMesh ref="meshRef">
<TresBoxGeometry :args="[1, 1, 1]" />
<TresMeshStandardMaterial color="#00ff41" />
</TresMesh>
</template>
```
### 4.4 Performance-Optimized Instancing
```vue
<script setup lang="ts">
import { ref, onMounted } from 'vue'
import { InstancedMesh, Object3D, Matrix4 } from 'three'
const instanceCount = 1000
const instancedMeshRef = ref<InstancedMesh | null>(null)
onMounted(() => {
if (!instancedMeshRef.value) return
const dummy = new Object3D()
const matrix = new Matrix4()
// ✅ Batch updates for performance
for (let i = 0; i < instanceCount; i++) {
dummy.position.set(
Math.random() * 10 - 5,
Math.random() * 10 - 5,
Math.random() * 10 - 5
)
dummy.updateMatrix()
instancedMeshRef.value.setMatrixAt(i, dummy.matrix)
}
instancedMeshRef.value.instanceMatrix.needsUpdate = true
})
</script>
<template>
<TresInstancedMesh ref="instancedMeshRef" :args="[null, null, instanceCount]">
<TresSphereGeometry :args="[0.05, 8, 8]" />
<TresMeshBasicMaterial color="#00ff41" />
</TresInstancedMesh>
</template>
```
### 4.5 HUD Panel with Text
```vue
<script setup lang="ts">
import { Text } from '@tresjs/cientos'
const props = defineProps<{
title: string
value: number
}>()
// ✅ Sanitize text content
const safeTitle = computed(() =>
props.title.replace(/[<>]/g, '').slice(0, 50)
)
</script>
<template>
<TresGroup>
<!-- Panel background -->
<TresMesh>
<TresPlaneGeometry :args="[2, 1]" />
<TresMeshBasicMaterial
color="#001122"
:transparent="true"
:opacity="0.8"
/>
</TresMesh>
<!-- Title text -->
<Text
:text="safeTitle"
:font-size="0.15"
color="#00ff41"
:position="[-0.8, 0.3, 0.01]"
/>
<!-- Value display -->
<Text
:text="String(props.value)"
:font-size="0.3"
color="#ffffff"
:position="[0, -0.1, 0.01]"
/>
</TresGroup>
</template>
```
## 5. Implementation Workflow (TDD)
### 5.1 TDD Process for 3D Components
**Step 1: Write Failing Test First**
```typescript
// tests/components/hud-panel.test.ts
import { describe, it, expect, beforeEach, afterEach } from 'vitest'
import { mount, VueWrapper } from '@vue/test-utils'
import { Scene, WebGLRenderer } from 'three'
import HUDPanel from '~/components/hud/HUDPanel.vue'
describe('HUDPanel', () => {
let wrapper: VueWrapper
beforeEach(() => {
// Mock WebGL context for testing
const canvas = document.createElement('canvas')
const gl = canvas.getContext('webgl2')
vi.spyOn(HTMLCanvasElement.prototype, 'getContext').mockReturnValue(gl)
})
afterEach(() => {
wrapper?.unmount()
vi.restoreAllMocks()
})
it('renders panel with correct dimensions', () => {
wrapper = mount(HUDPanel, {
props: { width: 2, height: 1, title: 'Status' }
})
// Test fails until component is implemented
expect(wrapper.exists()).toBe(true)
})
it('disposes resources on unmount', async () => {
wrapper = mount(HUDPanel, {
props: { width: 2, height: 1, title: 'Status' }
})
const disposeSpy = vi.fn()
wrapper.vm.meshRef.geometry.dispose = disposeSpy
wrapper.unmount()
expect(disposeSpy).toHaveBeenCalled()
})
})
```
**Step 2: Implement Minimum to Pass**
```vue
<script setup lang="ts">
import { shallowRef, onUnmounted } from 'vue'
import { Mesh } from 'three'
const props = defineProps<{
width: number
height: number
title: string
}>()
const meshRef = shallowRef<Mesh | null>(null)
onUnmounted(() => {
if (meshRef.value) {
meshRef.value.geometry.dispose()
;(meshRef.value.material as any).dispose()
}
})
</script>
<template>
<TresMesh ref="meshRef">
<TresPlaneGeometry :args="[props.width, props.height]" />
<TresMeshBasicMaterial color="#001122" :transparent="true" :opacity="0.8" />
</TresMesh>
</template>
```
**Step 3: Refactor Following Patterns**
```typescript
// After tests pass, add performance optimizations
// - Use instancing for multiple panels
// - Add LOD for distant panels
// - Implement texture atlases for text
```
**Step 4: Run Full Verification**
```bash
# Run all tests
npm test
# Run with coverage
npm test -- --coverage
# Type check
npm run typecheck
# Performance benchmark
npm run test:perf
```
### 5.2 Testing 3D Animations
```typescript
import { describe, it, expect, vi } from 'vitest'
import { useRenderLoop } from '@tresjs/core'
describe('Animation Loop', () => {
it('maintains 60fps during animation', async () => {
const frameTimes: number[] = []
let lastTime = performance.now()
const { onLoop } = useRenderLoop()
onLoop(() => {
const now = performance.now()
frameTimes.push(now - lastTime)
lastTime = now
})
// Simulate 60 frames
await new Promise(resolve => setTimeout(resolve, 1000))
const avgFrameTime = frameTimes.reduce((a, b) => a + b, 0) / frameTimes.length
expect(avgFrameTime).toBeLessThan(16.67) // 60fps = 16.67ms per frame
})
it('cleans up animation loop on unmount', () => {
const cleanup = vi.fn()
const { pause } = useRenderLoop()
// Component unmounts
pause()
expect(cleanup).not.toThrow()
})
})
```
### 5.3 Testing Resource Disposal
```typescript
describe('Resource Management', () => {
it('disposes all GPU resources', () => {
const geometry = new BoxGeometry(1, 1, 1)
const material = new MeshStandardMaterial({ color: 0x00ff41 })
const mesh = new Mesh(geometry, material)
const geoDispose = vi.spyOn(geometry, 'dispose')
const matDispose = vi.spyOn(material, 'dispose')
// Cleanup function
mesh.geometry.dispose()
mesh.material.dispose()
expect(geoDispose).toHaveBeenCalled()
expect(matDispose).toHaveBeenCalled()
})
it('handles material arrays correctly', () => {
const materials = [
new MeshBasicMaterial(),
new MeshStandardMaterial()
]
const mesh = new Mesh(new BoxGeometry(), materials)
const spies = materials.map(m => vi.spyOn(m, 'dispose'))
materials.forEach(m => m.dispose())
spies.forEach(spy => expect(spy).toHaveBeenCalled())
})
})
```
## 6. Performance Patterns
### 6.1 Geometry Instancing
```typescript
// Good: Use InstancedMesh for repeated objects
import { InstancedMesh, Matrix4, Object3D } from 'three'
const COUNT = 1000
const mesh = new InstancedMesh(geometry, material, COUNT)
const dummy = new Object3D()
for (let i = 0; i < COUNT; i++) {
dummy.position.set(Math.random() * 10, Math.random() * 10, Math.random() * 10)
dummy.updateMatrix()
mesh.setMatrixAt(i, dummy.matrix)
}
mesh.instanceMatrix.needsUpdate = true
// Bad: Creating individual meshes
for (let i = 0; i < COUNT; i++) {
const mesh = new Mesh(geometry.clone(), material.clone()) // Memory waste!
scene.add(mesh)
}
```
### 6.2 Texture Atlases
```typescript
// Good: Single texture atlas for multiple sprites
const atlas = new TextureLoader().load('/textures/hud-atlas.png')
const materials = {
panel: new SpriteMaterial({ map: atlas }),
icon: new SpriteMaterial({ map: atlas })
}
// Set UV offsets for different sprites
materials.panel.map.offset.set(0, 0.5)
materials.panel.map.repeat.set(0.5, 0.5)
// Bad: Loading separate textures
const panelTex = new TextureLoader().load('/textures/panel.png')
const iconTex = new TextureLoader().load('/textures/icon.png')
// Multiple draw calls, more GPU memory
```
### 6.3 Level of Detail (LOD)
```typescript
// Good: Use LOD for complex objects
import { LOD } from 'three'
const lod = new LOD()
// High detail - close up
const highDetail = new Mesh(
new SphereGeometry(1, 32, 32),
material
)
lod.addLevel(highDetail, 0)
// Medium detail - mid range
const medDetail = new Mesh(
new SphereGeometry(1, 16, 16),
material
)
lod.addLevel(medDetail, 10)
// Low detail - far away
const lowDetail = new Mesh(
new SphereGeometry(1, 8, 8),
material
)
lod.addLevel(lowDetail, 20)
scene.add(lod)
// Bad: Always rendering high detail
const sphere = new Mesh(new SphereGeometry(1, 64, 64), material)
```
### 6.4 Frustum Culling
```typescript
// Good: Enable frustum culling (default, but verify)
mesh.frustumCulled = true
// For custom bounds optimization
mesh.geometry.computeBoundingSphere()
mesh.geometry.computeBoundingBox()
// Manual visibility check for complex scenes
const frustum = new Frustum()
const matrix = new Matrix4().multiplyMatrices(
camera.projectionMatrix,
camera.matrixWorldInverse
)
frustum.setFromProjectionMatrix(matrix)
objects.forEach(obj => {
obj.visible = frustum.intersectsObject(obj)
})
// Bad: Disabling culling or rendering everything
mesh.frustumCulled = false // Renders even when off-screen
```
### 6.5 Object Pooling
```typescript
// Good: Pool and reuse objects
class ParticlePool {
private pool: Mesh[] = []
private active: Set<Mesh> = new Set()
constructor(private geometry: BufferGeometry, private material: Material) {
// Pre-allocate pool
for (let i = 0; i < 100; i++) {
const mesh = new Mesh(geometry, material)
mesh.visible = false
this.pool.push(mesh)
}
}
acquire(): Mesh | null {
const mesh = this.pool.find(m => !this.active.has(m))
if (mesh) {
mesh.visible = true
this.active.add(mesh)
return mesh
}
return null
}
release(mesh: Mesh): void {
mesh.visible = false
this.active.delete(mesh)
}
}
// Bad: Creating/destroying objects each frame
function spawnParticle() {
const mesh = new Mesh(geometry, material) // GC pressure!
scene.add(mesh)
setTimeout(() => {
scene.remove(mesh)
mesh.geometry.dispose()
}, 1000)
}
```
### 6.6 RAF Optimization
```typescript
// Good: Efficient render loop
let lastTime = 0
const targetFPS = 60
const frameInterval = 1000 / targetFPS
function animate(currentTime: number) {
requestAnimationFrame(animate)
const delta = currentTime - lastTime
// Skip frame if too soon (for battery saving)
if (delta < frameInterval) return
lastTime = currentTime - (delta % frameInterval)
// Update only what changed
if (needsUpdate) {
updateScene()
renderer.render(scene, camera)
}
}
// Bad: Rendering every frame unconditionally
function animate() {
requestAnimationFrame(animate)
// Always updates everything
updateAllObjects()
renderer.render(scene, camera) // Even if nothing changed
}
```
### 6.7 Shader Optimization
```typescript
// Good: Simple, optimized shaders
const material = new ShaderMaterial({
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec2 vUv;
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
`,
uniforms: {
color: { value: new Color(0x00ff41) }
}
})
// Bad: Complex calculations in fragment shader
// Avoid: loops, conditionals, texture lookups when possible
```
## 7. Security Standards
### 7.1 Known Vulnerabilities
| CVE | Severity | Description | Mitigation |
|-----|----------|-------------|------------|
| CVE-2020-28496 | HIGH | ReDoS in color parsing | Update to 0.125.0+, validate colors |
| CVE-2022-0177 | MEDIUM | XSS in docs | Update to 0.137.0+ |
### 7.2 OWASP Top 10 Coverage
| OWASP Category | Risk | Mitigation |
|----------------|------|------------|
| A05 Injection | MEDIUM | Validate all color/text inputs |
| A06 Vulnerable Components | HIGH | Keep Three.js updated |
### 7.3 GPU Resource Protection
```typescript
// composables/useResourceLimit.ts
export function useResourceLimit() {
const MAX_TRIANGLES = 1_000_000
const MAX_DRAW_CALLS = 100
let triangleCount = 0
function checkGeometry(geometry: BufferGeometry): boolean {
const triangles = geometry.index
? geometry.index.count / 3
: geometry.attributes.position.count / 3
if (triangleCount + triangles > MAX_TRIANGLES) {
console.error('Triangle limit exceeded')
return false
}
triangleCount += triangles
return true
}
return { checkGeometry }
}
```
## 6. Testing & Quality
### 6.1 Component Testing
```typescript
import { describe, it, expect } from 'vitest'
import { mount } from '@vue/test-utils'
describe('HUD Panel', () => {
it('sanitizes malicious title input', () => {
const wrapper = mount(HUDPanel, {
props: {
title: '<script>alert("xss")</script>Status',
value: 75
}
})
expect(wrapper.vm.safeTitle).not.toContain('<script>')
})
})
```
### 6.2 Performance Testing
```typescript
describe('Instanced Mesh', () => {
it('handles 1000 instances without frame drop', async () => {
const scene = new Scene()
// Setup instanced mesh...
const startTime = performance.now()
renderer.render(scene, camera)
const renderTime = performance.now() - startTime
expect(renderTime).toBeLessThan(16.67) // 60fps target
})
})
```
## 8. Common Mistakes & Anti-Patterns
### 8.1 Critical Security Anti-Patterns
#### Never: Parse User Colors Directly
```typescript
// ❌ DANGEROUS - ReDoS vulnerability
const color = new Color(userInput)
// ✅ SECURE - Validated input
const color = safeParseColor(userInput)
```
#### Never: Skip Resource Disposal
```typescript
// ❌ MEMORY LEAK
const mesh = new Mesh(geometry, material)
scene.remove(mesh)
// Geometry and material still in GPU memory!
// ✅ PROPER CLEANUP
scene.remove(mesh)
mesh.geometry.dispose()
mesh.material.dispose()
```
### 8.2 Performance Anti-Patterns
#### Avoid: Creating Objects in Render Loop
```typescript
// ❌ BAD - Creates garbage every frame
function animate() {
mesh.position.add(new Vector3(0, 0.01, 0)) // New object every frame!
}
// ✅ GOOD - Reuse objects
const velocity = new Vector3(0, 0.01, 0)
function animate() {
mesh.position.add(velocity)
}
```
## 13. Pre-Deployment Checklist
### Security Verification
- [ ] Three.js version >= 0.137.0 (XSS fix)
- [ ] All color inputs validated before parsing
- [ ] No user input directly to `new Color()`
- [ ] Resource limits enforced
### Performance Verification
- [ ] All geometries/materials disposed on unmount
- [ ] Instancing used for repeated objects
- [ ] No object creation in render loop
- [ ] LOD implemented for complex scenes
## 14. Summary
Three.js/TresJS provides 3D rendering for the JARVIS HUD:
1. **Security**: Validate all inputs, especially colors to prevent ReDoS
2. **Memory**: Always dispose resources on component unmount
3. **Performance**: Use instancing, avoid allocations in render loop
4. **Integration**: TresJS provides seamless Vue 3 reactivity
**Remember**: WebGL has direct GPU access - always validate inputs and manage resources carefully.
---
**References**:
- `references/advanced-patterns.md` - Complex 3D patterns
- `references/security-examples.md` - WebGL security practices
This skill provides practical guidance for building 3D HUD interfaces using Three.js and TresJS (Vue 3). It focuses on performant, memory-safe holographic panels, animated indicators, and real-time metric visualizations for the JARVIS AI Assistant. Risk-aware patterns cover GPU protection, safe input parsing, and fallbacks for non-WebGL devices.
The skill inspects common HUD patterns and prescribes secure, test-driven implementations using TresJS components and Vue composition API. It enforces resource disposal, instancing, LOD, texture atlases, and frustum culling to sustain 60fps. It also includes safe color parsing and text sanitization to avoid ReDoS and XSS vectors.
How do I avoid GPU exhaustion in complex HUD scenes?
Use instancing, LOD, texture atlases, frustum culling, object pooling, and an RAF loop that skips frames when not needed; prefer powerPreference:'high-performance' only when appropriate.
What’s the safest way to accept color and text from users?
Validate color strings against strict regex patterns before creating Color instances, and sanitize text (strip angle brackets, limit length) before rendering to 3D text meshes.