threejs-helpers
ALWAYS use this skill when the user mentions:
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
--- name: "threejs-helpers" 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:** - Visualizing axes, grids, camera frusta, shadow cameras, light directions - Showing skeleton bones, bounding boxes, normals/tangents for mesh inspection - Light probe or rect area visualization via helper classes **IMPORTANT: helpers vs production meshes** - Helpers are **debug** objects; do not use as final scene geometry. **Trigger phrases include:** - "AxesHelper", "GridHelper", "CameraHelper", "SkeletonHelper", "VertexNormalsHelper" - "辅助线", "法线显示", "包围盒调试" ## How to use this skill 1. **Attach** helper to the object it describes (e.g., `CameraHelper(light.shadow.camera)`). 2. **Update** when targets move—some helpers need per-frame refresh. 3. **Remove** in production builds or behind debug flags. 4. **Performance**: helpers add draw calls—disable when profiling performance issues. 5. **Addons**: import from `three/addons/helpers/...` paths per **threejs-dev-setup**. See [examples/workflow-light-camera-helpers.md](examples/workflow-light-camera-helpers.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Helpers | https://threejs.org/docs/AxesHelper.html | | Helpers | https://threejs.org/docs/GridHelper.html | | Helpers | https://threejs.org/docs/CameraHelper.html | | Helpers | https://threejs.org/docs/SkeletonHelper.html | ## Scope - **In scope:** Core + Addons helpers for visualization. - **Out of scope:** Production meshes or shipping art (**threejs-geometries**, **threejs-lights**); orbit/transform gizmo behavior (**threejs-controls**); editor UX parity with DCC tools; physics debug beyond helper stubs. ## Common pitfalls and best practices - Too many helpers obscures view—toggle per subsystem. - Wrong attachment parent misaligns helper transforms. - Helpers inherit scene graph transforms—parent under a debug group to batch hide/show. - Some helpers duplicate geometry cost; strip in production or use `#ifdef DEBUG` style flags. - `CameraHelper` for shadow cameras must reference `light.shadow.camera`, not the main view camera. ## Documentation and version Helpers are listed under [Helpers](https://threejs.org/docs/#Helpers) (core) and **Addons → Helpers** in [three.js docs](https://threejs.org/docs/). They are for **debug** only; production meshes and lighting should use real geometry/lights (**threejs-geometries**, **threejs-lights**). ## Agent response checklist When answering under this skill, prefer responses that: 1. Link the helper class (`AxesHelper`, `CameraHelper`, …) being used. 2. State that helpers are not shipping art—strip or gate behind debug flags. 3. Pair shadow/light helpers with **threejs-lights** tuning workflows. 4. Mention performance cost when many helpers are enabled. 5. Import paths follow **threejs-dev-setup** addon conventions. ## References - Manual (debug workflow context): https://threejs.org/manual/ - Docs index (Helpers group): https://threejs.org/docs/#Helpers - Examples: https://threejs.org/docs/DirectionalLightHelper.html ## Keywords **English:** helper, debug, axes, grid, skeleton, normals, light helper, three.js **中文:** 辅助、调试、坐标轴、网格、骨架、法线、Helper、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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