threejs-fundamentals
💡 Summary
This skill provides foundational knowledge for setting up 3D scenes using Three.js.
🎯 Target Audience
🤖 AI Roast: “Powerful, but the setup might scare off the impatient.”
The README does not indicate any direct security risks, but improper handling of user inputs in 3D applications could lead to vulnerabilities like XSS. Always sanitize inputs and validate data before processing.
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
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(); }
Clock for Animation
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
function onWindowResize() { const width = window.innerWidth; const height = window.innerHeight; camera.aspect = width / height; camera.upda
Pros
- Comprehensive coverage of Three.js fundamentals
- Clear examples for practical implementation
- Useful for a wide range of 3D applications
Cons
- Lacks advanced topics for experienced users
- Could benefit from more visual aids
- Some sections may feel overwhelming for beginners
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Copyright belongs to the original author CloudAI-X.
