---
name: three-js
description: |
This skill should be used when the user asks to "create a 3D scene", "add a mesh",
"implement OrbitControls", "load a GLTF model", "add bloom post-processing",
"write a custom shader", "create particle effects", "optimize Three.js performance",
"use WebGPU", "add shadows", "animate a model", or mentions Three.js, threejs, WebGL,
WebGPU, GLTF, raycaster, shader material, PBR material, or post-processing effects.
IMPORTANT: This skill is for VANILLA Three.js (imperative JavaScript). For React Three
Fiber (@react-three/fiber, R3F, drei), check the `r3f-best-practices` skill, although three-js skills helps when working with R3F since R3F is a React renderer for Three.js.
Provides complete Three.js reference for 3D web graphics including scene setup,
geometry, materials, textures, lighting, cameras, loaders, animation, controls,
interaction, shaders, post-processing, performance optimization, TSL/node materials,
WebGPU, physics, and VR/XR integration.
---
# Three.js Complete Reference (Vanilla)
> **React Three Fiber users**: This reference is for vanilla Three.js. For R3F/Drei patterns,
> use the **`r3f-best-practices`** skill. However, understanding Three.js concepts here
> helps when working with R3F since R3F is a React renderer for Three.js.
## Quick Start
```javascript
import * as THREE from 'three';
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);
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);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 5, 5);
scene.add(light);
camera.position.z = 5;
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
```
## Reference Index
Load the appropriate reference file based on task:
### Core Foundation
| Reference | Use When |
|-----------|----------|
| `references/01-fundamentals.md` | Scene setup, renderer config, Object3D hierarchy, coordinate systems |
| `references/02-geometry.md` | Creating shapes, BufferGeometry, instancing, points, lines |
| `references/06-cameras.md` | Camera types, frustum, viewport, projection |
| `references/13-math.md` | Vector3, Matrix4, Quaternion, Euler, Color, MathUtils |
### Visual Appearance
| Reference | Use When |
|-----------|----------|
| `references/03-materials.md` | PBR materials, shader materials, all material types |
| `references/04-textures.md` | Texture loading, UV mapping, render targets, environment maps |
| `references/05-lighting.md` | Light types, shadows, IBL, light probes |
| `references/11-shaders.md` | Custom GLSL shaders, uniforms, varyings, shader patterns |
### Motion & Interaction
| Reference | Use When |
|-----------|----------|
| `references/08-animation.md` | Keyframe animation, skeletal, morph targets, procedural motion |
| `references/09-interaction.md` | Raycasting, selection, drag, coordinate conversion |
| `references/10-controls.md` | OrbitControls, FlyControls, PointerLockControls, etc. |
### Assets
| Reference | Use When |
|-----------|----------|
| `references/07-loaders.md` | GLTF, FBX, textures, HDR, Draco compression, async patterns |
### Effects
| Reference | Use When |
|-----------|----------|
| `references/12-postprocessing.md` | Bloom, DOF, SSAO, custom effects, EffectComposer |
### Advanced
| Reference | Use When |
|-----------|----------|
| `references/14-performance.md` | Optimization, profiling, LOD, culling, batching |
| `references/15-node-materials.md` | TSL (Three Shading Language), node-based materials |
| `references/16-physics-vr.md` | Physics engines, WebXR, VR/AR integration |
| `references/17-webgpu.md` | WebGPU renderer, compute shaders, WGSL |
| `references/18-patterns.md` | Architecture patterns, asset management, cleanup, state |
## Common Patterns Quick Reference
### Resize Handler
```javascript
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
```
### Cleanup/Dispose
```javascript
function dispose(obj) {
obj.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
}
```
### Animation Loop with Clock
```javascript
const clock = new THREE.Clock();
function animate() {
const delta = clock.getDelta();
const elapsed = clock.getElapsedTime();
// Use delta for frame-rate independent animation
mixer?.update(delta);
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
```
## Import Patterns
```javascript
// Core
import * as THREE from 'three';
// Addons (controls, loaders, effects)
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
// Compression support
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
```
## Version Notes
This reference targets Three.js r150+ with notes for:
- WebGPU support (r150+)
- Node materials / TSL
- Modern ES module imports
For version-specific APIs, check the Three.js migration guide.