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threejs-fundamentals Checked

Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting…
⚡ Productivity skills By calesthio Version v1.0.0 Added 2026-09-07 Updated 2026-09-07 Source ↗
7.8Overall rating
2Views
6Downloads
56.5kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "threejs-fundamentals" skill by following the instructions at https://skill123.me/install/threejs-fundamentals.
⌨️ Command line install

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curl -fsSL https://skill123.me/install/threejs-fundamentals.sh | bash
📦 Download ZIP

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⬇ Download v1.0.0 · 4 KB
📊 Static rating
7.8/10
Trigger
7.0
Structure
7.3
Workflow
5.6
Content
9.0
Engineering
10.0
Security
10.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.

Three.js Fundamentals

Documentation

Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.

Three.js Fundamentals

Quick Start


import * as THREE from "three";

// Create scene, camera, renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
  75,
  window.innerWidth / window.innerHeight,
  0.1,
  1000,
);
const renderer = new THREE.WebGLRenderer({ antialias: true });

renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);

// Add a mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

// Add light
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
scene.add(dirLight);

camera.position.z = 5;

// Animation loop
function animate() {
  requestAnimationFrame(animate);
  cube.rotation.x += 0.01;
  cube.rotation.y += 0.01;
  renderer.render(scene, camera);
}
animate();

// Handle resize
window.addEventListener("resize", () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

Core Classes

### Scene

Container for all 3D objects, lights, and cameras.


const scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000); // Solid color
scene.background = texture; // Skybox texture
scene.background = cubeTexture; // Cubemap
scene.environment = envMap; // Environment map for PBR
scene.fog = new THREE.Fog(0xffffff, 1, 100); // Linear fog
scene.fog = new THREE.FogExp2(0xffffff, 0.02); // Exponential fog

### Cameras

**PerspectiveCamera** - Most common, simulates human eye.


// PerspectiveCamera(fov, aspect, near, far)
const camera = new THREE.PerspectiveCamera(
  75, // Field of view (degrees)
  window.innerWidth / window.innerHeight, // Aspect ratio
  0.1, // Near clipping plane
  1000, // Far clipping plane
);

camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);
camera.updateProjectionMatrix(); // Call after changing fov, aspect, near, far

**OrthographicCamera** - No perspective distortion, good for 2D/isometric.


// OrthographicCamera(left, right, top, bottom, near, far)
const aspect = window.innerWidth / window.innerHeight;
const frustumSize = 10;
const camera = new THREE.OrthographicCamera(
  (frustumSize * aspect) / -2,
  (frustumSize * aspect) / 2,
  frustumSize / 2,
  frustumSize / -2,
  0.1,
  1000,
);

**ArrayCamera** - Multiple viewports with sub-cameras.

View full documentation

const cameras = [];
for (let i = 0; i < 4; i++) {
  const subcamera = new THREE.PerspectiveCamera(40, 1, 0.1, 100);
  subcamera.viewport = new THREE.Vector4(
    Math.floor(i % 2) * 0.5,
    Math.floor(i / 2) * 0.5,
    0.5,
    0.5,
  );
  cameras.push(subcamera);
}
const arrayCamera = new THREE.ArrayCamera(cameras);

**CubeCamera** - Renders environment maps for reflections.


const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256);
const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);

// Use for reflections
material.envMap = cubeRenderTarget.texture;

// Update each frame (expensive!)
cubeCamera.position.copy(reflectiveMesh.position);
cubeCamera.update(renderer, scene);

### WebGLRenderer


const renderer = new THREE.WebGLRenderer({
  canvas: document.querySelector("#canvas"), // Optional existing canvas
  antialias: true, // Smooth edges
  alpha: true, // Transparent background
  powerPreference: "high-performance", // GPU hint
  preserveDrawingBuffer: true, // For screenshots
});

renderer.setSize(width, height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));

// Tone mapping
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;

// Color space (Three.js r152+)
renderer.outputColorSpace = THREE.SRGBColorSpace;

// Shadows
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

// Clear color
renderer.setClearColor(0x000000, 1);

// Render
renderer.render(scene, camera);

### Object3D

Base class for all 3D objects. Mesh, Group, Light, Camera all extend Object3D.


const obj = new THREE.Object3D();

// Transform
obj.position.set(x, y, z);
obj.rotation.set(x, y, z); // Euler angles (radians)
obj.quaternion.set(x, y, z, w); // Quaternion rotation
obj.scale.set(x, y, z);

// Local vs World transforms
obj.getWorldPosition(targetVector);
obj.getWorldQuaternion(targetQuaternion);
obj.getWorldDirection(targetVector);

// Hierarchy
obj.add(child);
obj.remove(child);
obj.parent;
obj.children;

// Visibility
obj.visible = false;

// Layers (for selective rendering/raycasting)
obj.layers.set(1);
obj.layers.enable(2);
obj.layers.disable(0);

// Traverse hierarchy
obj.traverse((child) => {
  if (child.isMesh) child.material.color.set(0xff0000);
});

// Matrix updates
obj.matrixAutoUpdate = true; // Default: auto-update matrices
obj.updateMatrix(); // Manual matrix update
obj.updateMatrixWorld(true); // Update world matrix recursively

### Group

Empty container for organizing objects.


const group = new THREE.Group();
group.add(mesh1);
group.add(mesh2);
scene.add(group);

// Transform entire group
group.position.x = 5;
group.rotation.y = Math.PI / 4;

### Mesh

Combines geometry and material.


const mesh = new THREE.Mesh(geometry, material);

// Multiple materials (one per geometry group)
const mesh = new THREE.Mesh(geometry, [material1, material2]);

// Useful properties
mesh.geometry;
mesh.material;
mesh.castShadow = true;
mesh.receiveShadow = true;

// Frustum culling
mesh.frustumCulled = true; // Default: skip if outside camera view

// Render order
mesh.renderOrder = 10; // Higher = rendered later

Coordinate System

Three.js uses a **right-handed coordinate system**:

  • **+X** points right
  • **+Y** points up
  • **+Z** points toward viewer (out of screen)

// Axes helper
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper); // Red=X, Green=Y, Blue=Z

Math Utilities

### Vector3


const v = new THREE.Vector3(x, y, z);
v.set(x, y, z);
v.copy(otherVector);
v.clone();

// Operations (modify in place)
v.add(v2);
v.sub(v2);
v.multiply(v2);
v.multiplyScalar(2);
v.divideScalar(2);
v.normalize();
v.negate();
v.clamp(min, max);
v.lerp(target, alpha);

// Calculations (return new value)
v.length();
v.lengthSq(); // Faster than length()
v.distanceTo(v2);
v.dot(v2);
v.cross(v2); // Modifies v
v.angleTo(v2);

// Transform
v.applyMatrix4(matrix);
v.applyQuaternion(q);
v.project(camera); // World to NDC
v.unproject(camera); // NDC to world

### Matrix4


const m = new THREE.Matrix4();
m.identity();
m.copy(other);
m.clone();

// Build transforms
m.makeTranslation(x, y, z);
m.makeRotationX(theta);
m.makeRotationY(theta);
m.makeRotationZ(theta);
m.makeRotationFromQuaternion(q);
m.makeScale(x, y, z);

// Compose/decompose
m.compose(position, quaternion, scale);
m.decompose(position, quaternion, scale);

// Operations
m.multiply(m2); // m = m * m2
m.premultiply(m2); // m = m2 * m
m.invert();
m.transpose();

// Camera matrices
m.makePerspective(left, right, top, bottom, near, far);
m.makeOrthographic(left, right, top, bottom, near, far);
m.lookAt(eye, target, up);

### Quaternion


const q = new THREE.Quaternion();
q.setFromEuler(euler);
q.setFromAxisAngle(axis, angle);
q.setFromRotationMatrix(matrix);

q.multiply(q2);
q.slerp(target, t); // Spherical interpolation
q.normalize();
q.invert();

### Euler


const euler = new THREE.Euler(x, y, z, "XYZ"); // Order matters!
euler.setFromQuaternion(q);
euler.setFromRotationMatrix(m);

// Rotation orders: 'XYZ', 'YXZ', 'ZXY', 'XZY', 'YZX', 'ZYX'

### Color


const color

Score breakdown

Trigger
7.0
Good What/When with scene, camera, renderer and transform keywords, but no When-Not exclusion.
Structure
7.3
488 lines under limit, though one flat file with no progressive disclosure layers.
Workflow
5.6
Topic reference with proper-cleanup and responsive-canvas patterns; no task workflow or verification loop.
Content
9.0
Accurate examples with camera-comparison lists and math utilities; consistent formatting.
Engineering
10.0
Valid frontmatter; no scripts; See Also sibling references exist.
Security
10.0
Rendering knowledge only; no network, secrets, or injection.
Solid fundamentals reference covering scene, cameras, renderer, math utilities and cleanup patterns, single 488-line file within size limit but no offload and no When-Not boundary.