threejs-core-scene-graph

Installation
SKILL.md

threejs-core-scene-graph

Quick Reference

Scene Graph Hierarchy

Class Extends Purpose
Object3D EventDispatcher Base class for ALL 3D objects. Provides transform, hierarchy, traversal
Scene Object3D Root container. Adds background, environment, fog, overrideMaterial
Group Object3D Semantic container with no extra functionality. Use for logical grouping
Mesh Object3D Geometry + Material. The primary visible object in a scene
Camera Object3D View projection. ALWAYS add to scene for matrix updates
Light Object3D Illumination. ALWAYS add to scene for rendering

Object3D Core Properties

Property Type Default Description
position Vector3 (0,0,0) Local position relative to parent
rotation Euler (0,0,0,'XYZ') Local rotation. Linked to quaternion -- modifying one ALWAYS updates the other
quaternion Quaternion (0,0,0,1) Local rotation as quaternion. Linked to rotation
scale Vector3 (1,1,1) Local scale. Non-uniform scale causes normal distortion
visible boolean true When false, object and ALL descendants are skipped during rendering
layers Layers layer 0 32-bit bitmask for selective rendering and raycasting
castShadow boolean false Whether object casts shadows
receiveShadow boolean false Whether object receives shadows
frustumCulled boolean true Set false for skyboxes or objects that MUST always render
renderOrder number 0 Higher values render later. Use for transparency sorting
name string "" Human-readable label. Use getObjectByName() for lookup
userData object {} Custom application data dictionary

Identity Properties

Property Type Description
uuid string Read-only RFC 4122 v4 identifier. Auto-generated
id number Auto-incrementing integer. Unique per runtime session
name string User-assigned. NEVER relied upon as unique identifier
type string Read-only class name (e.g., "Mesh", "Group")

Critical Warnings

NEVER modify children array directly -- ALWAYS use add(), remove(), clear(), or attach(). Direct modification breaks internal bookkeeping (parent references, event dispatch).

NEVER modify the children array during traverse() -- collect objects first, then modify after traversal completes. Adding during traversal causes unpredictable iteration.

NEVER use add() when reparenting an object that must keep its world position -- ALWAYS use attach() instead. add() preserves local transform; attach() preserves world transform.

NEVER read matrixWorld after changing position/rotation/scale in the same frame without calling updateWorldMatrix(true, false) first -- the world matrix is stale until the next render or explicit update.

NEVER store Three.js objects in userData without manual disposal -- userData is NOT automatically cleaned up by dispose().

NEVER forget to dispose textures, geometries, and materials when removing objects -- remove() and clear() only detach from the scene graph, they do NOT free GPU memory.


Hierarchy Methods

add() vs attach() -- The Critical Difference

import { Scene, Group, Mesh, BoxGeometry, MeshStandardMaterial } from 'three';

const scene = new Scene();
const groupA = new Group();
const groupB = new Group();
groupA.position.set(10, 0, 0);
groupB.position.set(0, 5, 0);
scene.add(groupA, groupB);

const mesh = new Mesh(new BoxGeometry(), new MeshStandardMaterial());
mesh.position.set(0, 0, 0);
groupA.add(mesh);
// mesh world position = (10, 0, 0) -- inherited from groupA

// WRONG: add() preserves LOCAL transform -- mesh jumps to (0, 5, 0) world
groupB.add(mesh); // auto-removes from groupA first

// CORRECT: attach() preserves WORLD transform -- mesh stays at (10, 0, 0) visually
groupA.add(mesh); // reset
groupB.attach(mesh); // mesh.position is recalculated to maintain world position

remove(), removeFromParent(), clear()

// Remove specific children
group.remove(meshA, meshB);

// Remove self from parent (safe when parent is null)
mesh.removeFromParent();

// Remove ALL children -- ALWAYS prefer over manual iteration
group.clear();

Edge case: remove() NEVER throws if the object is not a child -- it silently does nothing.


Traversal

// Depth-first traversal of ALL descendants
scene.traverse((object) => {
  if (object.isMesh) {
    object.castShadow = true;
  }
});

// Skip invisible objects and their subtrees
scene.traverseVisible((object) => {
  // only visits objects where visible === true
});

// Walk UP to root (does NOT include the starting object)
mesh.traverseAncestors((ancestor) => {
  console.log(ancestor.name);
});

// Find by name, id, or arbitrary property
const wall = scene.getObjectByName('north-wall');
const obj = scene.getObjectById(42);
const selectable = scene.getObjectByProperty('userData', { selectable: true });

Performance: All search methods are O(n). For frequent lookups, ALWAYS cache the reference.


Matrix System

Automatic Mode (Default)

The renderer calls updateMatrixWorld() on the scene before every render, which recursively:

  1. Calls updateMatrix() on each object (composes matrix from position/rotation/scale)
  2. Computes matrixWorld = parent.matrixWorld * matrix

Manual Mode (Performance Optimization)

// For static objects -- skip per-frame matrix recomputation
object.matrixAutoUpdate = false;
object.matrix.compose(position, quaternion, scale);
object.matrixWorldNeedsUpdate = true;

Reading World-Space Values Mid-Frame

import { Vector3, Quaternion } from 'three';

object.position.set(10, 0, 0);
object.updateWorldMatrix(true, false); // update parents first

const worldPos = new Vector3();
object.getWorldPosition(worldPos);

const worldQuat = new Quaternion();
object.getWorldQuaternion(worldQuat);

const worldScale = new Vector3();
object.getWorldScale(worldScale);

const worldDir = new Vector3();
object.getWorldDirection(worldDir);

Coordinate Conversion

// MUTATION WARNING: both methods modify the input vector in-place
const localPoint = new Vector3(5, 0, 0);
object.localToWorld(localPoint); // localPoint is now in world coordinates

const worldPoint = new Vector3(15, 3, 0);
object.worldToLocal(worldPoint); // worldPoint is now in object's local coordinates

Scene Class

import { Scene, Color, Fog, FogExp2, TextureLoader } from 'three';

const scene = new Scene();
scene.background = new Color(0x222222);         // solid color
scene.environment = hdrTexture;                  // IBL for all PBR materials
scene.environmentIntensity = 1.5;                // boost environment lighting
scene.environmentRotation.set(0, Math.PI, 0);   // rotate environment
scene.fog = new Fog(0xcccccc, 10, 100);         // linear fog
scene.overrideMaterial = depthMaterial;          // debug: force all objects to one material
Property Type Default Description
background Color | Texture | CubeTexture | null null Scene background
environment Texture | null null IBL environment map for all PBR materials without own envMap
fog Fog | FogExp2 | null null Scene fog effect
overrideMaterial Material | null null Forces ALL objects to use this material
backgroundBlurriness number 0 Blur for background (0-1)
backgroundIntensity number 1 Background brightness multiplier
backgroundRotation Euler (0,0,0) Background rotation
environmentIntensity number 1 Environment map brightness multiplier
environmentRotation Euler (0,0,0) Environment map rotation

Fog

Fog (Linear Interpolation)

import { Fog } from 'three';
scene.fog = new Fog(0xffffff, 10, 200); // color, near, far

FogExp2 (Exponential Density)

import { FogExp2 } from 'three';
scene.fog = new FogExp2(0xffffff, 0.01); // color, density

Material interaction: Every material has a fog property (default: true). ShaderMaterial and RawShaderMaterial default to fog: false -- you MUST set fog: true and include fog shader chunks manually for custom shaders to respond to fog.


Group

Group extends Object3D with zero additional functionality. It exists purely as a semantic container for organizing objects:

import { Group } from 'three';

const buildingGroup = new Group();
buildingGroup.name = 'building-01';
buildingGroup.add(walls, roof, foundation);
scene.add(buildingGroup);

// Transform all children together
buildingGroup.position.set(50, 0, 0);
buildingGroup.rotation.y = Math.PI / 4;

Mesh

Mesh combines a BufferGeometry with a Material to create a visible surface:

import { Mesh, BoxGeometry, MeshStandardMaterial } from 'three';

const mesh = new Mesh(
  new BoxGeometry(1, 1, 1),
  new MeshStandardMaterial({ color: 0x00ff00 })
);

// Multi-material with geometry groups
const materials = [materialA, materialB];
geometry.addGroup(0, 36, 0);   // start, count, materialIndex
geometry.addGroup(36, 36, 1);
const multiMesh = new Mesh(geometry, materials);

// Morph targets
mesh.morphTargetInfluences[0] = 0.5; // blend between base and morph target

Layers System

A 32-bit bitmask system for selective rendering and raycasting:

import { Layers } from 'three';

// Objects are on layer 0 by default
mesh.layers.set(1);        // ONLY layer 1 (removes from layer 0)
mesh.layers.enable(2);     // add layer 2 (keep layer 1)
mesh.layers.disable(1);    // remove layer 1
mesh.layers.toggle(3);     // flip layer 3

// Camera renders only objects with overlapping layers
camera.layers.enable(1);   // camera now sees layers 0 AND 1

// Test overlap
const visible = camera.layers.test(mesh.layers); // true if any layer overlaps

Use cases:

  • Layer 0: default visible objects
  • Layer 1: helpers/gizmos (disable on production camera)
  • Layer 2: bloom-only objects (selective post-processing)
  • Layers 3-31: custom (collision groups, selection sets, LOD groups)

lookAt() Behavior Difference

// Camera: points NEGATIVE-Z toward target (looks AT the target)
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);

// Non-camera objects: points POSITIVE-Z toward target
mesh.lookAt(targetPosition);

ALWAYS call lookAt() after setting position -- it computes rotation from the current position.


Reference Links

Official Sources

Related skills
Installs
9
GitHub Stars
1
First Seen
Apr 1, 2026