Three.js scene setup, cameras, renderer, the object hierarchy and coordinate systems, with code patterns.
$ npx skills add https://craftwork.design/skills/threejs-fundamentals -a claude-code -y
Installs into .claude/skills/threejs-fundamentals. Add -g for every project.
SKILL.md
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
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);
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);