threejs-fundamentals
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.
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Skill manifest
Three.js Fundamentals
When to Use
- You need to set up the core structure of a Three.js scene.
- The task involves scenes, cameras, renderers, transforms, resize handling, or object hierarchy basics.
- You want foundational Three.js guidance before working on specialized topics like shaders or post-processing.
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();
}
Timer and Clock for Animation
Timer (recommended in r183) - pauses when tab is hidden, cleaner API:
const timer = new THREE.Timer();
renderer.setAnimationLoop(() => {
timer.update();
const delta = timer.getDelta();
const elapsed = timer.getElapsed();
mesh.rotation.y += delta * 0.5;
renderer.render(scene, camera);
});
Clock (legacy, still works):
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);
}
Animation Loop
Prefer renderer.setAnimationLoop() over manual requestAnimationFrame. It handles WebXR compatibility and is the standard Three.js pattern:
renderer.setAnimationLoop(() => {
controls.update();
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
- Limit draw calls: Merge geometries, use instancing, atlas textures
- Frustum culling: Enabled by default, ensure bounding boxes are correct
- LOD (Level of Detail): Use
THREE.LODfor distance-based mesh switching - Object pooling: Reuse objects instead of creating/destroying
- Avoid
getWorldPositionin 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);
WebGPU Renderer (r183)
Three.js includes an experimental WebGPU renderer as an alternative to WebGL:
import { WebGPURenderer } from "three/addons/renderers/webgpu/WebGPURenderer.js";
const renderer = new WebGPURenderer({ antialias: true });
await renderer.init();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
WebGPU uses TSL (Three.js Shading Language) instead of GLSL. The WebGL renderer remains the default and is fully supported.
See Also
threejs-geometry- Geometry creation and manipulationthreejs-materials- Material types and propertiesthreejs-lighting- Light types and shadows
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
Files (agentic-awesome-skills)
-
SKILL.md 13 KB
--- 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. risk: critical source: community --- # Three.js Fundamentals ## When to Use - You need to set up the core structure of a Three.js scene. - The task involves scenes, cameras, renderers, transforms, resize handling, or object hierarchy basics. - You want foundational Three.js guidance before working on specialized topics like shaders or post-processing. ## 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(); } ``` ### Timer and Clock for Animation **Timer (recommended in r183)** - pauses when tab is hidden, cleaner API: ```javascript const timer = new THREE.Timer(); renderer.setAnimationLoop(() => { timer.update(); const delta = timer.getDelta(); const elapsed = timer.getElapsed(); mesh.rotation.y += delta * 0.5; renderer.render(scene, camera); }); ``` **Clock (legacy, still works):** ```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); } ``` ### Animation Loop Prefer `renderer.setAnimationLoop()` over manual `requestAnimationFrame`. It handles WebXR compatibility and is the standard Three.js pattern: ```javascript renderer.setAnimationLoop(() => { controls.update(); 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); ``` ## WebGPU Renderer (r183) Three.js includes an experimental WebGPU renderer as an alternative to WebGL: ```javascript import { WebGPURenderer } from "three/addons/renderers/webgpu/WebGPURenderer.js"; const renderer = new WebGPURenderer({ antialias: true }); await renderer.init(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); ``` WebGPU uses TSL (Three.js Shading Language) instead of GLSL. The WebGL renderer remains the default and is fully supported. ## See Also - `threejs-geometry` - Geometry creation and manipulation - `threejs-materials` - Material types and properties - `threejs-lighting` - Light types and shadows ## Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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