threejs-objects
ALWAYS use this skill when the user mentions:
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
--- name: "threejs-objects" 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:** - Parent/child relationships, `position/rotation/scale`, `matrixAutoUpdate`, `updateMatrixWorld` - Choosing mesh types: static vs instanced vs skinned vs batched LOD - **Picking**: `Raycaster.setFromCamera`, `intersectObjects`, recursive flag, face/uv results - **Layers**: selective visibility for cameras/lights/objects **IMPORTANT: objects vs math** | Need | Skill | |------|--------| | Scene graph + picking | **threejs-objects** | | Box/ray math only | **threejs-math** | **Trigger phrases include:** - "Object3D", "InstancedMesh", "SkinnedMesh", "Raycaster", "layers" - "父子节点", "射线拾取", "图层" ## How to use this skill 1. **Compose** scenes with `Group` and transforms; minimize deep hierarchies where possible. 2. **Instancing**: set per-instance matrices; understand `count` and frustum culling behavior. 3. **SkinnedMesh**: bind skeleton; clips in **threejs-animation**; skinning material flags in **threejs-materials**. 4. **Picking**: normalize device coords, set ray from camera, filter by layers, sort intersections. 5. **Events**: `EventDispatcher` on custom objects—patterns only, not DOM frameworks. 6. **Clipping**: `ClippingGroup` usage per docs when user needs sectional cuts. 7. **Dispose**: geometries/materials/textures when removing objects permanently. See [examples/workflow-raycaster-pick.md](examples/workflow-raycaster-pick.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Core | https://threejs.org/docs/Object3D.html | | Objects | https://threejs.org/docs/Mesh.html | | Objects | https://threejs.org/docs/InstancedMesh.html | | Core | https://threejs.org/docs/Raycaster.html | ## Scope - **In scope:** Object3D graph, renderable object types, raycasting, layers, dispatcher basics. - **Out of scope:** Physics engines; XR input mapping (**threejs-webxr**). ## Common pitfalls and best practices - Forgetting `updateMatrixWorld` before world-space ray tests on moved objects. - Raycaster without `layers` set picks unintended objects—set masks consistently on camera and objects. - InstancedMesh raycast hits need per-instance handling—check docs for your version. ## Documentation and version `Object3D`, mesh types, `Raycaster`, and `Layers` are documented under [Objects](https://threejs.org/docs/#Objects) and [Core](https://threejs.org/docs/Raycaster.html) in [three.js docs](https://threejs.org/docs/). Behavior of picking and layers can shift slightly—link the exact page for the user’s three.js line. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link `Object3D`, `Mesh`, `InstancedMesh`, `Raycaster`, or `Layers` as needed. 2. Pair skeletal animation with **threejs-animation** and skinned mesh setup. 3. Route pure linear-algebra questions without a scene graph to **threejs-math**. 4. Route XR input to **threejs-webxr** when sessions/controllers are involved. 5. Mention `dispose()` for geometries/materials when removing objects permanently. ## References - https://threejs.org/docs/Object3D.html - https://threejs.org/docs/Raycaster.html - https://threejs.org/docs/Layers.html - https://threejs.org/docs/InstancedMesh.html ## Keywords **English:** object3d, mesh, instancedmesh, skinnedmesh, raycaster, layers, scene graph, three.js **中文:** 场景图、Object3D、Mesh、实例化、骨骼网格、射线拾取、图层、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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