
threejs-objects
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.
- Installs
- 397
- Last 24h
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- Trending rank
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- Security
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/full-stack-skills/threejs-skills --skill threejs-objects- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads threejs-objects automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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
- Compose scenes with
Groupand transforms; minimize deep hierarchies where possible. - Instancing: set per-instance matrices; understand
countand frustum culling behavior. - SkinnedMesh: bind skeleton; clips in threejs-animation; skinning material flags in threejs-materials.
- Picking: normalize device coords, set ray from camera, filter by layers, sort intersections.
- Events:
EventDispatcheron custom objects—patterns only, not DOM frameworks. - Clipping:
ClippingGroupusage per docs when user needs sectional cuts. - Dispose: geometries/materials/textures when removing objects permanently.
See 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
updateMatrixWorldbefore world-space ray tests on moved objects. - Raycaster without
layersset 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:
- Link
Object3D,Mesh,InstancedMesh,Raycaster, orLayersas needed. - Pair skeletal animation with threejs-animation and skinned mesh setup.
- Route pure linear-algebra questions without a scene graph to threejs-math.
- Route XR input to threejs-webxr when sessions/controllers are involved.
- 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
FAQ
What does the threejs-objects skill do?
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.
How do I install threejs-objects?
Run npx skills add https://github.com/full-stack-skills/threejs-skills --skill threejs-objects in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/threejs-objects/ (personal) or .claude/skills/threejs-objects/ (project).
Which AI agents can use threejs-objects?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is threejs-objects safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains threejs-objects?
It is published by full-stack-skills in full-stack-skills/threejs-skills. It has 397 recorded installs.
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