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full-stack-skillsfull-stack-skills/threejs-skills/skills/threejs-objects/SKILL.md

threejs-objects

Skill9 starsChanged 54 days agoApache-2.0View on GitHub

three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Merges the former interaction scope—use for picking and layers; for pure vector math without scene graph use threejs-math; for playing skeletal clips use threejs-animation; for frustum culling internals see camera docs.

The file

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1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

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  • ≈1

    Distinctive · estimate

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  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

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    line 65

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Files
SKILL.md

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

NeedSkill
Scene graph + pickingthreejs-objects
Box/ray math onlythreejs-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.

Doc map (official)

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 and Core in three.js 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

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

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