Three.js Skills
Systematically create high-quality 3D scenes and interactive experiences using Three.js best practices.
When to Use
- Requests 3D visualizations or graphics ("create a 3D model", "show in 3D")
- Wants interactive 3D experiences ("rotating cube", "explorable scene")
- Needs WebGL or canvas-based rendering
- Asks for animations, particles, or visual effects
- Mentions Three.js, WebGL, or 3D rendering
- Wants to visualize data in 3D space
Core Setup Pattern
1. Essential Three.js Imports
Use ES module import maps for modern Three.js (r183+):
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.183.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.183.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
</script>
For production with npm/vite/webpack:
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
2. Scene Initialization
Every Three.js artifact needs these core components:
// Scene - contains all 3D objects
const scene = new THREE.Scene();
// Camera - defines viewing perspective
const camera = new THREE.PerspectiveCamera(
75, // Field of view
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near clipping plane
1000, // Far clipping plane
);
camera.position.z = 5;
// Renderer - draws the scene
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
3. Animation Loop
Use renderer.setAnimationLoop() (preferred) or requestAnimationFrame:
// Preferred: setAnimationLoop (handles WebXR compatibility)
renderer.setAnimationLoop(() => {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
});
// Alternative: manual requestAnimationFrame
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
Systematic Development Process
1. Define the Scene
Start by identifying:
- What objects need to be rendered
- Camera position and field of view
- Lighting setup required
- Interaction model (static, rotating, user-controlled)
2. Build Geometry
Choose appropriate geometry types:
Basic Shapes:
BoxGeometry- cubes, rectangular prismsSphereGeometry- spheres, planetsCylinderGeometry- cylinders, tubesPlaneGeometry- flat surfaces, ground planesTorusGeometry- donuts, rings
CapsuleGeometry is available (stable since r142):
new THREE.CapsuleGeometry(0.5, 1, 4, 8); // radius, length, capSegments, radialSegments
3. Apply Materials
Choose materials based on visual needs:
Common Materials:
MeshBasicMaterial- unlit, flat colors (no lighting needed)MeshStandardMaterial- physically-based, realistic (needs lighting)MeshPhongMaterial- shiny surfaces with specular highlightsMeshLambertMaterial- matte surfaces, diffuse reflection
const material = new THREE.MeshStandardMaterial({
color: 0x00ff00,
metalness: 0.5,
roughness: 0.5,
});
4. Add Lighting
If using lit materials (Standard, Phong, Lambert), add lights:
// Ambient light - general illumination
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
// Directional light - like sunlight
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);
Skip lighting if using MeshBasicMaterial - it's unlit by design.
5. Handle Responsiveness
Always add window resize handling:
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
Common Patterns
Rotating Object
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
OrbitControls
With import maps or build tools, OrbitControls works directly:
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
// Update in animation loop
renderer.setAnimationLoop(() => {
controls.update();
renderer.render(scene, camera);
});
Custom Camera Controls (Alternative)
For lightweight custom controls without importing OrbitControls:
let isDragging = false;
let previousMousePosition = { x: 0, y: 0 };
renderer.domElement.addEventListener("mousedown", () => {
isDragging = true;
});
renderer.domElement.addEventListener("mouseup", () => {
isDragging = false;
});
renderer.domElement.addEventListener("mousemove", (event) => {
if (isDragging) {
const deltaX = event.clientX - previousMousePosition.x;
const deltaY = event.clientY - previousMousePosition.y;
// Rotate camera around scene
const rotationSpeed = 0.005;
camera.position.x += deltaX * rotationSpeed;
camera.position.y -= deltaY * rotationSpeed;
camera.lookAt(scene.position);
}
previousMousePosition = { x: event.clientX, y: event.clientY };
});
// Zoom with mouse wheel
renderer.domElement.addEventListener("wheel", (event) => {
event.preventDefault();
camera.position.z += event.deltaY * 0.01;
camera.position.z = Math.max(2, Math.min(20, camera.position.z)); // Clamp
});
Raycasting for Object Selection
Detect mouse clicks and hovers on 3D objects:
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
const clickableObjects = []; // Array of meshes that can be clicked
// Update mouse position
window.addEventListener("mousemove", (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
});
// Detect clicks
window.addEventListener("click", () => {
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(clickableObjects);
if (intersects.length > 0) {
const clickedObject = intersects[0].object;
// Handle click - change color, scale, etc.
clickedObject.material.color.set(0xff0000);
}
});
// Hover effect in animation loop
function animate() {
requestAnimationFrame(animate);
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(clickableObjects);
// Reset all objects
clickableObjects.forEach((obj) => {
obj.scale.set(1, 1, 1);
});
// Highlight hovered object
if (intersects.length > 0) {
intersects[0].object.scale.set(1.2, 1.2, 1.2);
document.body.style.cursor = "pointer";
} else {
document.body.style.cursor = "default";
}
renderer.render(scene, camera);
}
Particle System
const particlesGeometry = new THREE.BufferGeometry();
const particlesCount = 1000;
const posArray = new Float32Array(particlesCount * 3);
for (let i = 0; i < particlesCount * 3; i++) {
posArray[i] = (Math.random() - 0.5) * 10;
}
particlesGeometry.setAttribute(
"position",
new THREE.BufferAttribute(posArray, 3),
);
const particlesMaterial = new THREE.PointsMaterial({
size: 0.02,
color: 0xffffff,
});
const particlesMesh = new THREE.Points(particlesGeometry, particlesMaterial);
scene.add(particlesMesh);
User Interaction (Mouse Movement)
let mouseX = 0;
let mouseY = 0;
document.addEventListener("mousemove", (event) => {
mouseX = (event.clientX / window.innerWidth) * 2 - 1;
mouseY = -(event.clientY / window.innerHeight)