threejs-camera
Skill9 starsChanged 54 days agoApache-2.0View on GitHub
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- alton47/threejs-skillstheir own version, first seen Oct 15, 2026
- FkennedyFox/claude-skillstheir own version, first seen Sep 8, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- alton47/threejs-skills★ 13same name
- FkennedyFox/claude-skills★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository21 other files it gives its agents.
- openspec-apply-changeSkill
- openspec-archive-changeSkill
- openspec-exploreSkill
- openspec-proposeSkill
- threejs-animationSkill
- threejs-audioSkill
- threejs-controlsSkill
- threejs-dev-setupSkill
- threejs-geometriesSkill
- threejs-helpersSkill
- threejs-lightsSkill
- threejs-loadersSkill
- threejs-materialsSkill
- threejs-mathSkill
- threejs-node-tslSkill
- threejs-objectsSkill
- threejs-postprocessingSkill
- threejs-renderersSkill
- threejs-scenesSkill
- threejs-texturesSkill
- threejs-webxrSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 1 is distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 34
Projection matrix: call updateProjectionMatrix() after parameter edits.
- Distinctive: line 68
When answering under this skill, prefer responses that:
- Very specific: line 74
Use threejs-helpers CameraHelper for shadow frustum debug when discussing lights.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
When to use this skill
ALWAYS use this skill when the user mentions:
- Switching perspective vs orthographic,
fov,aspect,zoom,near,far CubeCamerafor real-time environment maps or reflections (update rate caveats)ArrayCamera/StereoCamerafor multi-view or stereo off-axis projection (non-XR)
IMPORTANT: camera vs webxr vs post
| Topic | Skill |
| Standard desktop projection | threejs-camera |
| XR reference spaces, IPD | threejs-webxr |
| Offscreen pass cameras inside composer | threejs-postprocessing |
Trigger phrases include:
- "PerspectiveCamera", "OrthographicCamera", "CubeCamera", "aspect", "near", "far"
- "透视相机", "正交", "立方体相机"
How to use this skill
- Perspective: set
aspect= width/height; update on resize (threejs-renderers example workflow). - Orthographic: define
left/right/top/bottomin world units for CAD/2.5D views. - Near/far: balance depth precision vs containing scene bounds; relate to fog (threejs-scenes).
- CubeCamera: position at reflection probe; call
updatewhen scene static enough; use render target outputs per docs. - Stereo/Array: advanced; cite docs for eye parameters; defer XR to threejs-webxr.
- Projection matrix: call
updateProjectionMatrix()after parameter edits. - Helpers:
CameraHelperlives in threejs-helpers.
See examples/workflow-perspective-resize.md.
Doc map (official)
| Docs section | Representative links |
| Cameras (index) | https://threejs.org/docs/#Cameras |
| Cameras | https://threejs.org/docs/Camera.html |
| Perspective | https://threejs.org/docs/PerspectiveCamera.html |
| Orthographic | https://threejs.org/docs/OrthographicCamera.html |
| Cube | https://threejs.org/docs/CubeCamera.html |
| Multi-view | https://threejs.org/docs/ArrayCamera.html |
| Stereo (non-XR) | https://threejs.org/docs/StereoCamera.html |
Scope
- In scope: Core camera classes and parameters; cube/array/stereo overview.
- Out of scope: WebXR reference spaces, eye matrices, session lifecycle (threejs-webxr); shadow map camera tuning (threejs-lights); pass-internal cameras in composer (threejs-postprocessing).
Common pitfalls and best practices
- Wrong
aspectafter resize stretches image—always sync with canvas. - Too small
nearhurts depth precision in large worlds. CubeCameraevery frame is expensive—throttle for performance.
Documentation and version
Camera parameters and CubeCamera update behavior follow the Cameras section of three.js docs. WebXR uses different projection paths—hand off to threejs-webxr when the user mentions headsets or reference spaces.
Agent response checklist
When answering under this skill, prefer responses that:
- Link
PerspectiveCamera,OrthographicCamera, orCubeCameraas relevant. - Pair resize with threejs-renderers
setSize/ DPR patterns when relevant. - Route
XR/WebXRManagerquestions to threejs-webxr after one-line renderer mention. - Mention
updateProjectionMatrix()after intrinsic changes. - Use threejs-helpers
CameraHelperfor shadow frustum debug when discussing lights.
References
- https://threejs.org/docs/#Cameras
- https://threejs.org/docs/PerspectiveCamera.html
- https://threejs.org/docs/CubeCamera.html
Keywords
English: perspectivecamera, orthographiccamera, cubecamera, projection, aspect, near, far, three.js
中文: 相机、透视、正交、投影、近裁剪、远裁剪、CubeCamera、three.js
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