Full-stack-skills 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. Use when building scene hierarchies, picking objects with Raycaster, or configuring instanced/skinned meshes; for pure vector math use threejs-math; for skeletal clips use threejs-animation.

install
source · Clone the upstream repo
git clone https://github.com/partme-ai/full-stack-skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/partme-ai/full-stack-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/threejs-skills/threejs-objects" ~/.claude/skills/partme-ai-full-stack-skills-threejs-objects && rm -rf "$T"
manifest: skills/threejs-skills/threejs-objects/SKILL.md
source content

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, validate intersections are sorted by distance before processing.
  5. Events
    EventDispatcher
    on custom objects; patterns only, not DOM frameworks.
  6. Clipping
    ClippingGroup
    usage per docs when user needs sectional cuts.
  7. Dispose — call
    dispose()
    on geometries/materials/textures when removing objects permanently.

Example: Raycaster picking with validation

import * as THREE from 'three';

const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();

function onPointerMove(event) {
  // Normalize device coordinates (-1 to +1)
  pointer.x = (event.clientX / window.innerWidth) * 2 - 1;
  pointer.y = -(event.clientY / window.innerHeight) * 2 + 1;
}

function pick(camera, scene) {
  raycaster.setFromCamera(pointer, camera);
  const intersections = raycaster.intersectObjects(scene.children, true);

  // Validate: intersections are sorted by distance (nearest first)
  if (intersections.length > 0) {
    console.log('Nearest hit:', intersections[0].object.name,
                'at distance:', intersections[0].distance);
  }
  return intersections;
}

See examples/workflow-raycaster-pick.md.

Doc map (official)

Docs sectionRepresentative links
Corehttps://threejs.org/docs/Object3D.html
Objectshttps://threejs.org/docs/Mesh.html
Objectshttps://threejs.org/docs/InstancedMesh.html
Corehttps://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
    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