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threejs-skills

Create 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive 3D elements.

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Ver no GitHub ↗ Licença: MIT

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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 prisms
  • SphereGeometry - spheres, planets
  • CylinderGeometry - cylinders, tubes
  • PlaneGeometry - flat surfaces, ground planes
  • TorusGeometry - 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 highlights
  • MeshLambertMaterial - 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) 
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