threejs-camera
ALWAYS use this skill when the user mentions:
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
--- name: "threejs-camera" description: "ALWAYS use this skill when the user mentions:" license: "BSD-2-Clause" --- ## When to use this skill **ALWAYS use this skill when the user mentions:** - Switching perspective vs orthographic, `fov`, `aspect`, `zoom`, `near`, `far` - `CubeCamera` for real-time environment maps or reflections (update rate caveats) - `ArrayCamera`/`StereoCamera` for multi-view or stereo off-axis projection (non-XR) **IMPORTANT: camera vs webxr vs post** | Topic | Skill | |-------|--------| | Standard desktop projection | **threejs-camera** | | XR reference spaces, IPD | **threejs-webxr** | | Offscreen pass cameras inside composer | **threejs-postprocessing** | **Trigger phrases include:** - "PerspectiveCamera", "OrthographicCamera", "CubeCamera", "aspect", "near", "far" - "透视相机", "正交", "立方体相机" ## How to use this skill 1. **Perspective**: set `aspect` = width/height; update on resize (**threejs-renderers** example workflow). 2. **Orthographic**: define `left/right/top/bottom` in world units for CAD/2.5D views. 3. **Near/far**: balance depth precision vs containing scene bounds; relate to fog (**threejs-scenes**). 4. **CubeCamera**: position at reflection probe; call `update` when scene static enough; use render target outputs per docs. 5. **Stereo/Array**: advanced; cite docs for eye parameters; defer XR to **threejs-webxr**. 6. **Projection matrix**: call `updateProjectionMatrix()` after parameter edits. 7. **Helpers**: `CameraHelper` lives in **threejs-helpers**. See [examples/workflow-perspective-resize.md](examples/workflow-perspective-resize.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Cameras (index) | https://threejs.org/docs/#Cameras | | Cameras | https://threejs.org/docs/Camera.html | | Perspective | https://threejs.org/docs/PerspectiveCamera.html | | Orthographic | https://threejs.org/docs/OrthographicCamera.html | | Cube | https://threejs.org/docs/CubeCamera.html | | Multi-view | https://threejs.org/docs/ArrayCamera.html | | Stereo (non-XR) | https://threejs.org/docs/StereoCamera.html | ## Scope - **In scope:** Core camera classes and parameters; cube/array/stereo overview. - **Out of scope:** WebXR reference spaces, eye matrices, session lifecycle (**threejs-webxr**); shadow map camera tuning (**threejs-lights**); pass-internal cameras in composer (**threejs-postprocessing**). ## Common pitfalls and best practices - Wrong `aspect` after resize stretches image—always sync with canvas. - Too small `near` hurts depth precision in large worlds. - `CubeCamera` every frame is expensive—throttle for performance. ## Documentation and version Camera parameters and `CubeCamera` update behavior follow the [Cameras](https://threejs.org/docs/#Cameras) section of [three.js docs](https://threejs.org/docs/). WebXR uses different projection paths—hand off to **threejs-webxr** when the user mentions headsets or reference spaces. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link `PerspectiveCamera`, `OrthographicCamera`, or `CubeCamera` as relevant. 2. Pair resize with **threejs-renderers** `setSize` / DPR patterns when relevant. 3. Route `XR`/`WebXRManager` questions to **threejs-webxr** after one-line renderer mention. 4. Mention `updateProjectionMatrix()` after intrinsic changes. 5. Use **threejs-helpers** `CameraHelper` for shadow frustum debug when discussing lights. ## References - https://threejs.org/docs/#Cameras - https://threejs.org/docs/PerspectiveCamera.html - https://threejs.org/docs/CubeCamera.html ## Keywords **English:** perspectivecamera, orthographiccamera, cubecamera, projection, aspect, near, far, three.js **中文:** 相机、透视、正交、投影、近裁剪、远裁剪、CubeCamera、three.js ## 能力边界 ### ✅ 适用场景 - 当你需要使用此技能对应的技术栈时 - 当项目需要遵循最佳实践时 - 当需要快速上手或深入理解核心概念时 ### ⚠️ 需要注意 - 复杂业务逻辑需要结合具体场景调整 - 性能优化需要根据实际数据量评估 ### ❌ 不适用场景 - 不相关的技术栈或框架 - 需要完全自定义的特殊场景 ## 常见陷阱 (Gotchas) 1. **版本兼容性**:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异 2. **配置文件格式**:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查 3. **环境变量**:确保所有必要的环境变量已正确设置,敏感信息不要硬编码 4. **依赖冲突**:多版本共存时注意依赖冲突,使用 lock 文件锁定版本 5. **性能陷阱**:大数据量场景下注意性能优化,避免 N+1 查询等常见问题 ## 使用流程 ### Step 1: 环境准备 确保开发环境已安装必要的依赖和工具。 ### Step 2: 配置初始化 根据项目需求进行基础配置。 ### Step 3: 核心功能使用 按照示例代码实现核心功能。 ### Step 4: 测试验证 运行测试确保功能正常。 ### Step 5: 部署上线 完成开发后进行部署和监控。
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