threejs-math
ALWAYS use this skill when the user mentions:
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
--- name: "threejs-math" 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:** - Vector/matrix math order, `applyQuaternion`, `lookAt`, world vs local transforms - Bounding volumes `Box3`/`Sphere`, containment/intersection tests - `Ray` vs `Plane` vs `Frustum` tests (without full picking pipeline) **IMPORTANT: math vs objects vs animation** | Need | Skill | |------|--------| | Raw math types | **threejs-math** | | `Raycaster` + layers picking | **threejs-objects** | | QuaternionKeyframeTrack playback | **threejs-animation** | **Trigger phrases include:** - "Vector3", "Matrix4", "Quaternion", "Box3", "Ray", "Frustum" - "向量", "矩阵", "四元数", "包围盒" ## How to use this skill 1. **Conventions**: multiply vectors by matrices on the left as three.js examples show; call `updateMatrixWorld` before world-space queries (**threejs-objects**). 2. **Bounding**: `Box3().setFromObject(object)` for rough bounds; refine per need. 3. **Collision-ish checks**: `ray.intersectBox`, `sphere.containsPoint`, etc., per docs. 4. **Addon structures**: `Octree`/`OBB` for games—cite addon pages, avoid copying full API tables here. 5. **Color**: `Color` conversions relate to materials/textures—cross-link. 6. **Random sampling**: `MeshSurfaceSampler` for distributing points on meshes. See [examples/workflow-ray-aabb.md](examples/workflow-ray-aabb.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Math | https://threejs.org/docs/Vector3.html | | Math | https://threejs.org/docs/Matrix4.html | | Math | https://threejs.org/docs/Quaternion.html | | Math | https://threejs.org/docs/Ray.html | ## Scope - **In scope:** Core Math types; addon math entries as pointers. - **Out of scope:** Keyframe track evaluation beyond type references (animation skill). ## Common pitfalls and best practices - Euler gimbal lock—prefer quaternions for arbitrary rotations. - Reusing temporary vectors reduces GC thrash in hot loops. - Frustum culling helpers vary—verify against your three version. ## Documentation and version Core math types are listed under [Math](https://threejs.org/docs/#Math); addon utilities (`Octree`, `OBB`, …) appear under **Addons → Math** in [three.js docs](https://threejs.org/docs/). [Global](https://threejs.org/docs/#Global) also lists constants (e.g. wrapping, blending) sometimes needed alongside materials. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link the concrete type (`Vector3`, `Matrix4`, `Quaternion`, …) from the docs. 2. Send `AnimationMixer` / track math to **threejs-animation** when time-sampled. 3. Send `Raycaster` picking flows to **threejs-objects** when interaction is the goal. 4. Mention numeric stability (epsilon) where comparisons matter. 5. Point to **Addons → Math** for game-oriented structures when users need spatial acceleration. ## References - https://threejs.org/docs/#Math - https://threejs.org/docs/MathUtils.html - https://threejs.org/docs/Ray.html ## Keywords **English:** vector, matrix, quaternion, euler, box3, sphere, ray, frustum, three.js **中文:** 向量、矩阵、四元数、欧拉角、包围盒、射线、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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