threejs-camera
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
Best use case
threejs-camera is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.
Practical example
Example input
Use the "threejs-camera" skill to help with this workflow task. Context: three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
Example output
A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.
When to use this skill
- Use this skill when you want a reusable workflow rather than writing the same prompt again and again.
When not to use this skill
- Do not use this when you only need a one-off answer and do not need a reusable workflow.
- Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/threejs-camera/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How threejs-camera Compares
| Feature / Agent | threejs-camera | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
## When to use this skill
**ALWAYS use this skill when the user mentions:**
- Switching perspective vs orthographic, `fov`, `aspect`, `zoom`, `near`, `far`
- `CubeCamera` for real-time environment maps or reflections (update rate caveats)
- `ArrayCamera`/`StereoCamera` for multi-view or stereo off-axis projection (non-XR)
**IMPORTANT: camera vs webxr vs post**
| Topic | Skill |
|-------|--------|
| Standard desktop projection | **threejs-camera** |
| XR reference spaces, IPD | **threejs-webxr** |
| Offscreen pass cameras inside composer | **threejs-postprocessing** |
**Trigger phrases include:**
- "PerspectiveCamera", "OrthographicCamera", "CubeCamera", "aspect", "near", "far"
- "透视相机", "正交", "立方体相机"
## How to use this skill
1. **Perspective**: set `aspect` = width/height; update on resize (**threejs-renderers** example workflow).
2. **Orthographic**: define `left/right/top/bottom` in world units for CAD/2.5D views.
3. **Near/far**: balance depth precision vs containing scene bounds; relate to fog (**threejs-scenes**).
4. **CubeCamera**: position at reflection probe; call `update` when scene static enough; use render target outputs per docs.
5. **Stereo/Array**: advanced; cite docs for eye parameters; defer XR to **threejs-webxr**.
6. **Projection matrix**: call `updateProjectionMatrix()` after parameter edits.
7. **Helpers**: `CameraHelper` lives in **threejs-helpers**.
### Example: Resize handler with updateProjectionMatrix
```javascript
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
```
See [examples/workflow-perspective-resize.md](examples/workflow-perspective-resize.md).
## Doc map (official)
| Docs section | Representative links |
|--------------|----------------------|
| Cameras (index) | https://threejs.org/docs/#Cameras |
| Cameras | https://threejs.org/docs/Camera.html |
| Perspective | https://threejs.org/docs/PerspectiveCamera.html |
| Orthographic | https://threejs.org/docs/OrthographicCamera.html |
| Cube | https://threejs.org/docs/CubeCamera.html |
| Multi-view | https://threejs.org/docs/ArrayCamera.html |
| Stereo (non-XR) | https://threejs.org/docs/StereoCamera.html |
## Scope
- **In scope:** Core camera classes and parameters; cube/array/stereo overview.
- **Out of scope:** WebXR reference spaces, eye matrices, session lifecycle (**threejs-webxr**); shadow map camera tuning (**threejs-lights**); pass-internal cameras in composer (**threejs-postprocessing**).
## Common pitfalls and best practices
- Wrong `aspect` after resize stretches image—always sync with canvas.
- Too small `near` hurts depth precision in large worlds.
- `CubeCamera` every frame is expensive—throttle for performance.
## Documentation and version
Camera parameters and `CubeCamera` update behavior follow the [Cameras](https://threejs.org/docs/#Cameras) section of [three.js docs](https://threejs.org/docs/). WebXR uses different projection paths—hand off to **threejs-webxr** when the user mentions headsets or reference spaces.
## Agent response checklist
When answering under this skill, prefer responses that:
1. Link `PerspectiveCamera`, `OrthographicCamera`, or `CubeCamera` as relevant.
2. Pair resize with **threejs-renderers** `setSize` / DPR patterns when relevant.
3. Route `XR`/`WebXRManager` questions to **threejs-webxr** after one-line renderer mention.
4. Mention `updateProjectionMatrix()` after intrinsic changes.
5. Use **threejs-helpers** `CameraHelper` for shadow frustum debug when discussing lights.
## References
- https://threejs.org/docs/#Cameras
- https://threejs.org/docs/PerspectiveCamera.html
- https://threejs.org/docs/CubeCamera.html
## Keywords
**English:** perspectivecamera, orthographiccamera, cubecamera, projection, aspect, near, far, three.js
**中文:** 相机、透视、正交、投影、近裁剪、远裁剪、CubeCamera、three.jsRelated Skills
threejs-webxr
WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).
threejs-textures
three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers.
threejs-scenes
three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers.
threejs-renderers
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
threejs-postprocessing
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules. Use when building composer chains for bloom, SSAO, or other screen-space effects; not for basic renderer tone mapping alone (threejs-renderers).
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.
threejs-node-tsl
three.js node-based shading: Nodes API surface, NodeMaterial and MeshStandardNodeMaterial-style families, TSL (Three.js Shading Language) entry at TSL.html, WebGPURenderer pairing, and core PostProcessing (class) versus addon EffectComposer at a high level. Use when authoring shaders as graphs, using TSL builtins, compute-oriented nodes, or modern WebGPU pipelines; for classic ShaderMaterial GLSL use threejs-materials; for stock EffectComposer passes use threejs-postprocessing; for WebGLRenderer-only tuning use threejs-renderers.
threejs-math
three.js math library: Vector2/3/4, Matrix3/4, Quaternion, Euler, Color, Box2/Box3, Sphere, Plane, Ray, Line3, Triangle, Frustum, Cylindrical/Spherical coords, MathUtils, and Interpolant base classes; addon math utilities such as OBB, Octree, Capsule, ConvexHull, MeshSurfaceSampler. Use for transforms, intersection tests, and spatial queries; for keyframe interpolation tied to AnimationMixer use threejs-animation; for picking implementation use threejs-objects with Raycaster.
threejs-materials
Classic three.js materials (non-Node): MeshStandardMaterial, MeshPhysicalMaterial, Phong/Lambert/Toon/Basic, Line/Points/Sprite materials, MeshMatcapMaterial, MeshNormalMaterial, depth/distance materials, ShaderMaterial and RawShaderMaterial. Use when tuning PBR maps, transparency, depth write, skinning flags, or writing GLSL in ShaderMaterial; for TSL/NodeMaterial/WebGPU shader graphs use threejs-node-tsl instead.
threejs-loaders
three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.
threejs-lights
three.js lighting: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, LightProbe, IESSpotLight, ProjectorLight, shadow subtypes, and addon helpers such as RectAreaLightUniformsLib, RectAreaLightTexturesLib, LightProbeGenerator, TiledLighting. Use when configuring direct/indirect light, shadows, probes, or area lights; for IES file loading use threejs-loaders; for node-based light graphs use threejs-node-tsl; for debug helpers use threejs-helpers.
threejs-helpers
Debug and visualization helpers in three.js Core Helpers (AxesHelper, GridHelper, CameraHelper, light helpers, SkeletonHelper, bounding box helpers, PlaneHelper, PolarGridHelper, ArrowHelper) and Addons Helpers (VertexNormalsHelper, VertexTangentsHelper, RectAreaLightHelper, LightProbeHelper, ViewHelper, OctreeHelper, TextureHelper, PositionalAudioHelper, AnimationPathHelper, RapierHelper). Use only for development and editor overlays—not for shipping art; for gizmo-style manipulation use threejs-controls.