SKILL.md
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 RayvsPlanevsFrustumtests (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
- Conventions: multiply vectors by matrices on the left as three.js examples show; call
updateMatrixWorldbefore world-space queries (threejs-objects). - Bounding:
Box3().setFromObject(object)for rough bounds; refine per need. - Collision-ish checks:
ray.intersectBox,sphere.containsPoint, etc., per docs. - Addon structures:
Octree/OBBfor games—cite addon pages, avoid copying full API tables here. - Color:
Colorconversions relate to materials/textures—cross-link. - Random sampling:
MeshSurfaceSamplerfor distributing points on meshes.
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; addon utilities (Octree, OBB, …) appear under Addons → Math in three.js docs. Global also lists constants (e.g. wrapping, blending) sometimes needed alongside materials.
Agent response checklist
When answering under this skill, prefer responses that:
- Link the concrete type (
Vector3,Matrix4,Quaternion, …) from the docs. - Send
AnimationMixer/ track math to threejs-animation when time-sampled. - Send
Raycasterpicking flows to threejs-objects when interaction is the goal. - Mention numeric stability (epsilon) where comparisons matter.
- 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
能力边界
✅ 适用场景
- 当你需要使用此技能对应的技术栈时
- 当项目需要遵循最佳实践时
- 当需要快速上手或深入理解核心概念时
⚠️ 需要注意
- 复杂业务逻辑需要结合具体场景调整
- 性能优化需要根据实际数据量评估
❌ 不适用场景
- 不相关的技术栈或框架
- 需要完全自定义的特殊场景
常见陷阱 (Gotchas)
- 版本兼容性:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异
- 配置文件格式:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查
- 环境变量:确保所有必要的环境变量已正确设置,敏感信息不要硬编码
- 依赖冲突:多版本共存时注意依赖冲突,使用 lock 文件锁定版本
- 性能陷阱:大数据量场景下注意性能优化,避免 N+1 查询等常见问题
使用流程
Step 1: 环境准备
确保开发环境已安装必要的依赖和工具。
Step 2: 配置初始化
根据项目需求进行基础配置。
Step 3: 核心功能使用
按照示例代码实现核心功能。
Step 4: 测试验证
运行测试确保功能正常。
Step 5: 部署上线
完成开发后进行部署和监控。