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.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/threejs-math/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How threejs-math Compares
| Feature / Agent | threejs-math | Standard Approach |
|---|---|---|
| Platform Support | multi | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
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.
Which AI agents support this skill?
This skill is compatible with multi.
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:**
- Vector/matrix math order, `applyQuaternion`, `lookAt`, world vs local transforms
- Bounding volumes `Box3`/`Sphere`, containment/intersection tests
- `Ray` vs `Plane` vs `Frustum` tests (without full picking pipeline)
**IMPORTANT: math vs objects vs animation**
| Need | Skill |
|------|--------|
| Raw math types | **threejs-math** |
| `Raycaster` + layers picking | **threejs-objects** |
| QuaternionKeyframeTrack playback | **threejs-animation** |
**Trigger phrases include:**
- "Vector3", "Matrix4", "Quaternion", "Box3", "Ray", "Frustum"
- "向量", "矩阵", "四元数", "包围盒"
## How to use this skill
1. **Conventions**: multiply vectors by matrices on the left as three.js examples show; call `updateMatrixWorld` before world-space queries (**threejs-objects**).
2. **Bounding**: `Box3().setFromObject(object)` for rough bounds; refine per need.
3. **Collision-ish checks**: `ray.intersectBox`, `sphere.containsPoint`, etc., per docs.
4. **Addon structures**: `Octree`/`OBB` for games—cite addon pages, avoid copying full API tables here.
5. **Color**: `Color` conversions relate to materials/textures—cross-link.
6. **Random sampling**: `MeshSurfaceSampler` for distributing points on meshes.
### Example: Ray-AABB intersection test
```javascript
import * as THREE from 'three';
const ray = new THREE.Ray(
new THREE.Vector3(0, 1, 0), // origin
new THREE.Vector3(0, 0, -1) // direction
);
const box = new THREE.Box3(
new THREE.Vector3(-1, -1, -5),
new THREE.Vector3(1, 1, -3)
);
const hit = ray.intersectBox(box, new THREE.Vector3());
if (hit) {
console.log('Intersection at:', hit);
}
```
See [examples/workflow-ray-aabb.md](examples/workflow-ray-aabb.md).
## Doc map (official)
| Docs section | Representative links |
|--------------|----------------------|
| Math | https://threejs.org/docs/Vector3.html |
| Math | https://threejs.org/docs/Matrix4.html |
| Math | https://threejs.org/docs/Quaternion.html |
| Math | https://threejs.org/docs/Ray.html |
## Scope
- **In scope:** Core Math types; addon math entries as pointers.
- **Out of scope:** Keyframe track evaluation beyond type references (animation skill).
## Common pitfalls and best practices
- Euler gimbal lock—prefer quaternions for arbitrary rotations.
- Reusing temporary vectors reduces GC thrash in hot loops.
- Frustum culling helpers vary—verify against your three version.
## Documentation and version
Core math types are listed under [Math](https://threejs.org/docs/#Math); addon utilities (`Octree`, `OBB`, …) appear under **Addons → Math** in [three.js docs](https://threejs.org/docs/). [Global](https://threejs.org/docs/#Global) also lists constants (e.g. wrapping, blending) sometimes needed alongside materials.
## Agent response checklist
When answering under this skill, prefer responses that:
1. Link the concrete type (`Vector3`, `Matrix4`, `Quaternion`, …) from the docs.
2. Send `AnimationMixer` / track math to **threejs-animation** when time-sampled.
3. Send `Raycaster` picking flows to **threejs-objects** when interaction is the goal.
4. Mention numeric stability (epsilon) where comparisons matter.
5. Point to **Addons → Math** for game-oriented structures when users need spatial acceleration.
## References
- https://threejs.org/docs/#Math
- https://threejs.org/docs/MathUtils.html
- https://threejs.org/docs/Ray.html
## Keywords
**English:** vector, matrix, quaternion, euler, box3, sphere, ray, frustum, three.js
**中文:** 向量、矩阵、四元数、欧拉角、包围盒、射线、three.js