threejs-builder
Three.js Builder
A focused skill for creating simple, performant Three.js web applications using modern ES module patterns.
Reference Files
Important: Read the appropriate reference file when working on specific topics.
| Topic | File | Use When |
|---|---|---|
| GLTF Models | gltf-loading-guide.md | Loading, caching, cloning 3D models, SkeletonUtils |
| Reference Frames | reference-frame-contract.md | Calibration, anchoring, axis correctness, debugging |
| Game Development | game-patterns.md | State machines, animation switching, parallax, object pooling |
| Advanced Topics | advanced-topics.md | Post-processing, shaders, physics, instancing |
| Anti-Patterns | anti-patterns.md | Common mistakes, performance issues, code organization |
| Variation Guidance | variation-guidance.md | Visual variety, color palettes, animation styles |
| Calibration Helpers | scripts/README.md | GLTF calibration helper installation and usage |
Philosophy: The Scene Graph Mental Model
Three.js is built on the scene graph—a hierarchical tree of objects where parent transformations affect children. Understanding this mental model is key to effective 3D web development.
Before creating a Three.js app, ask:
- What is the core visual element? (geometry, shape, model)
- What interaction does the user need? (none, orbit controls, custom input)
- What performance constraints exist? (mobile, desktop, WebGL capabilities)
- What animation brings it to life? (rotation, movement, transitions)
Core principles:
- Scene Graph First: Everything added to
scenerenders. UseGroupfor hierarchical transforms. - Primitives as Building Blocks: Built-in geometries (Box, Sphere, Torus) cover 80% of simple use cases.
- Animation as Transformation: Change position/rotation/scale over time using
requestAnimationFrameorrenderer.setAnimationLoop. - Performance Through Simplicity: Fewer objects, fewer draw calls, reusable geometries/materials.
Three.js Coordinate System (CRITICAL)
Understanding Three.js's right-handed coordinate system is essential to avoid inverted movement, wrong-facing models, and broken collision detection.
The Axes
+Y (up)
|
|
|_______ +X (right)
/
/
+Z (toward camera/viewer)
Memory aid: Point your thumb (+X), index finger (+Y), middle finger (+Z) - that's right-handed coordinates.
| Axis | Direction | Common Usage |
|---|---|---|
| +X | Right | Strafe right, spawn right |
| -X | Left | Strafe left, spawn left |
| +Y | Up | Jump, height |
| -Y | Down | Fall, gravity |
| +Z | Toward camera | Approach viewer, "forward" in many setups |
| -Z | Away from camera | Retreat, GLTF models face -Z by default |
GLTF Model Default Orientation
CRITICAL: GLTF models exported from Blender/Maya face -Z (into the screen) by default.
// GLTF model faces -Z. To face +Z (toward camera):
model.rotation.y = Math.PI; // 180° rotation
// To face +X (right):
model.rotation.y = -Math.PI / 2; // -90°
// To face -X (left):
model.rotation.y = Math.PI / 2; // +90°
Camera-Relative Movement (CRITICAL for Games)
PROBLEM: When camera is at an angle (e.g., isometric view), raw WASD input moves wrong!
// ❌ WRONG - Input is world-axis relative, not camera-relative
if (keyW) player.position.z -= speed; // Moves toward -Z, not "forward" from player's view
if (keyD) player.position.x += speed; // Moves +X, not "right" from camera's view
// ✓ CORRECT - Calculate camera-relative directions
function updateMovement(deltaTime) {
// Get camera's forward direction, projected onto ground (XZ plane)
const forward = new THREE.Vector3();
camera.getWorldDirection(forward);
forward.y = 0;
forward.normalize();
// Calculate right vector (cross product of forward and world up)
const right = new THREE.Vector3();
right.crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
// Apply input relative to camera orientation
const velocity = new THREE.Vector3();
if (inputState.up) velocity.add(forward);
if (inputState.down) velocity.sub(forward);
if (inputState.right) velocity.add(right);
if (inputState.left) velocity.sub(right);
if (velocity.length() > 0) {
velocity.normalize().multiplyScalar(speed * deltaTime);
player.position.add(velocity);
// Face movement direction
player.rotation.y = Math.atan2(velocity.x, velocity.z);
}
}
Why this matters: With camera at (8, 11, -6) looking at (0, 1, 3):
- "Forward" visually is NOT
-Z, it's roughly+Z - "Right" visually is NOT
+X, it's roughly-X + Z - Raw axis input feels completely inverted to players
Quick Start: Essential Setup
Minimal HTML Template
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js App</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { overflow: hidden; background: #000; }
canvas { display: block; }
</style>
</head>
<body>
<script type="module">
import * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';
// Scene setup
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);
// Your 3D content here
// ...
camera.position.z = 5;
// Animation loop
renderer.setAnimationLoop((time) => {
renderer.render(scene, camera);
});
// Handle resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>
Geometries
Built-in primitives cover most simple app needs. Use BufferGeometry only for custom shapes.
Common primitives:
BoxGeometry(width, height, depth)- cubes, boxesSphereGeometry(radius, widthSegments, heightSegments)- balls, planetsCylinderGeometry(radiusTop, radiusBottom, height)- tubes, cylindersTorusGeometry(radius, tube)- donuts, ringsPlaneGeometry(width, height)- floors, walls, backgroundsConeGeometry(radius, height)- spikes, conesIcosahedronGeometry(radius, detail)- low-poly spheres (detail=0)
Usage:
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x44aa88 });
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
Materials
Choose material based on lighting needs and visual style.
Material selection guide:
MeshBasicMaterial- No lighting, flat colors. Use for: UI, wireframes, unlit effectsMeshStandardMaterial- PBR lighting. Default for realistic surfacesMeshPhysicalMaterial- Advanced PBR with clearcoat, transmission. Glass, waterMeshNormalMaterial- Debug, rainbow colors based on normalsMeshPhongMaterial- Legacy, shininess control. Faster than Standard
Common material properties:
{
color: 0x44aa88, // Hex color
roughness: 0.5, // 0=glossy, 1=matte (Standard/Physical)
metalness: 0.0, // 0=non-metal, 1=metal (Standard/Physical)
emissive: 0x000000, // Self-illumination color
wireframe: false, // Show edges only
transparent: false, // Enable transparency
opacity: 1.0, // 0=invisible, 1=opaque (needs transparent:true)
side: THREE.FrontSide // FrontSide, BackSide, DoubleSide
}
Lighting
No light = black screen (except BasicMaterial/NormalMaterial).
Light types:
AmbientLight(intensity)- Base illumination everywhere. Use 0.3-0.5DirectionalLight(color, intensity)- Sun-like, parallel rays. Cast shadowsPointLight(color, intensity, distance)- Light bulb, emits in all directionsSpotLight(color, intensity, angle, penumbra)- Flashlight, cone of light
Typical lighting setup:
const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambientLight);
const mainLight = new THREE.DirectionalLight(0xffffff, 1);
mainLight.position.set(5, 10, 7);
scene.add(mainLight);
const fillLight = new THREE.DirectionalLight(0x88ccff, 0.5);
fillLight.position.set(-5, 0, -5);
scene.add(fillLight);
Shadows (advanced, use when needed):
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
mainLight.castShadow = true;
mainLight.shadow.mapSize.width = 2048;
mainLight.shadow.mapSize.height = 2048;
mesh.castShadow = true;
mesh.receiveShadow = true;
Animation
Transform objects over time using the animation loop.
Animation patterns:
- Continuous rotation:
renderer.setAnimationLoop((time) => {
mesh.rotation.x = time * 0.001;
mesh.rotation.y = time * 0.0005;
renderer.render(scene, camera);
});
- Wave/bobbing motion:
renderer.setAnimationLoop((time) => {
mesh.position.y = Math.sin(time * 0.002) * 0.5;
renderer.render(scene, camera);
});
- Mouse interaction:
const mouse = new THREE.Vector2();
window.addEventListener('mousemove', (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
});
renderer.setAnimationLoop(() => {
mesh.rotation.x = mouse.y * 0.5;
mesh.rotation.y = mouse.x * 0.5;
renderer.render(scene, camera);
});
Camera Controls
Import OrbitControls from examples for interactive camera movement:
<script type="module">
import * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';
import { OrbitControls } from 'https://unpkg.com/three@0.160.0/examples/jsm/controls/OrbitControls.js';
// ... scene setup ...
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
renderer.setAnimationLoop(() => {
controls.update();
renderer.render(scene, camera);
});
</script>
Common Scene Patterns
Rotating Cube (Hello World)
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff88 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
renderer.setAnimationLoop((time) => {
cube.rotation.x = time * 0.001;
cube.rotation.y = time * 0.001;
renderer.render(scene, camera);
});
Floating Particle Field
const particleCount = 1000;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount * 3; i += 3) {
positions[i] = (Math.random() - 0.5) * 50;
positions[i + 1] = (Math.random() - 0.5) * 50;
positions[i + 2] = (Math.random() - 0.5) * 50;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const material = new THREE.PointsMaterial({ color: 0xffffff, size: 0.1 });
const particles = new THREE.Points(geometry, material);
scene.add(particles);
Animated Background with Foreground Object
// Background grid
const gridHelper = new THREE.GridHelper(50, 50, 0x444444, 0x222222);
scene.add(gridHelper);
// Foreground object
const mainGeometry = new THREE.IcosahedronGeometry(1, 0);
const mainMaterial = new THREE.MeshStandardMaterial({
color: 0xff6600,
flatShading: true
});
const mainMesh = new THREE.Mesh(mainGeometry, mainMaterial);
scene.add(mainMesh);
Colors
Three.js uses hexadecimal color format: 0xRRGGBB
Common hex colors:
- Black:
0x000000, White:0xffffff - Red:
0xff0000, Green:0x00ff00, Blue:0x0000ff - Cyan:
0x00ffff, Magenta:0xff00ff, Yellow:0xffff00 - Orange:
0xff8800, Purple:0x8800ff, Pink:0xff0088
Remember
Three.js is a tool for interactive 3D on the web.
Effective Three.js apps:
- Start with the scene graph mental model
- Use primitives as building blocks
- Keep animations simple and performant
- Vary visual style based on purpose
- Import from modern ES module paths
Modern Three.js (r150+) uses ES modules from three package or CDN. CommonJS patterns and global THREE variable are legacy.
Claude is capable of creating elegant, performant 3D web experiences. These patterns guide the way—they don't limit the result.
For specific topics, see the Reference Files table at the top of this document.
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