three-js
# Three.js / React Three Fiber Skill
What this skill does
# Three.js / React Three Fiber Skill
3D graphics in the browser. Three.js = core library. React Three Fiber (R3F) = React renderer for Three.js.
## Install
```bash
# React Three Fiber + helpers
npm install three @react-three/fiber @react-three/drei
npm install -D @types/three
# Optional — postprocessing
npm install @react-three/postprocessing
```
## R3F Canvas Setup
```tsx
import { Canvas } from "@react-three/fiber";
import { OrbitControls, Environment, Preload } from "@react-three/drei";
import { Suspense } from "react";
export function Scene() {
return (
<Canvas
camera={{ position: [0, 0, 5], fov: 50, near: 0.1, far: 100 }}
dpr={[1, 2]} // cap pixel ratio at 2 for performance
gl={{ antialias: true }}
style={{ width: "100%", height: "100%" }}
>
<Suspense fallback={null}>
<ambientLight intensity={0.5} />
<directionalLight position={[5, 5, 5]} intensity={1} castShadow />
<MyObject />
<Environment preset="city" />
<OrbitControls enableZoom={false} />
<Preload all />
</Suspense>
</Canvas>
);
}
```
## Core Concepts
| Concept | Three.js | R3F |
|---------|----------|-----|
| Geometry | `new THREE.BoxGeometry(1,1,1)` | `<boxGeometry args={[1,1,1]} />` |
| Material | `new THREE.MeshStandardMaterial()` | `<meshStandardMaterial color="red" />` |
| Mesh | `new THREE.Mesh(geo, mat)` | `<mesh>` wrapping both |
| Scene graph | `scene.add(mesh)` | JSX nesting |
| Camera | Manual setup | `camera` prop on Canvas |
| Animation loop | `renderer.setAnimationLoop` | `useFrame` hook |
## useFrame — Animation Loop
```tsx
import { useFrame } from "@react-three/fiber";
import { useRef } from "react";
import * as THREE from "three";
function SpinningMesh() {
const ref = useRef<THREE.Mesh>(null);
useFrame((state, delta) => {
if (!ref.current) return;
ref.current.rotation.y += delta * 0.5; // delta = time since last frame (frame-rate independent)
ref.current.rotation.x = Math.sin(state.clock.elapsedTime) * 0.2;
});
return (
<mesh ref={ref}>
<torusKnotGeometry args={[1, 0.3, 128, 16]} />
<meshStandardMaterial color="#6366f1" roughness={0.2} metalness={0.8} />
</mesh>
);
}
```
## Common Geometries
```tsx
<boxGeometry args={[w, h, d]} />
<sphereGeometry args={[radius, widthSeg, heightSeg]} />
<planeGeometry args={[w, h, wSeg, hSeg]} />
<torusGeometry args={[radius, tube, radSeg, tubeSeg]} />
<torusKnotGeometry args={[radius, tube, tubSeg, radSeg]} />
<cylinderGeometry args={[radiusTop, radiusBottom, height, seg]} />
```
## Common Materials
```tsx
<meshBasicMaterial color="#fff" /> // no lighting
<meshStandardMaterial // PBR (recommended)
color="#6366f1" roughness={0.3} metalness={0.6} />
<meshPhysicalMaterial // advanced PBR
transmission={1} ior={1.5} thickness={0.5} /> // glass
<meshNormalMaterial /> // debug normals
<shaderMaterial // custom GLSL
vertexShader={vert} fragmentShader={frag} uniforms={uniforms} />
```
## Lights
```tsx
<ambientLight intensity={0.5} /> // uniform, no shadows
<directionalLight position={[5,5,5]} castShadow intensity={1} />
<pointLight position={[0,3,0]} intensity={20} distance={10} />
<spotLight position={[0,5,0]} angle={0.3} penumbra={0.5} castShadow />
<hemisphereLight skyColor="#88ccff" groundColor="#332200" intensity={0.5} />
```
## @react-three/drei Helpers
```tsx
import {
OrbitControls, TrackballControls, // camera controls
Environment, // HDR environment/lighting
Text, Text3D, // 3D text
Html, // DOM element in 3D space
useGLTF, useFBX, // load 3D models
useTexture, // load textures
Instances, Instance, // instanced rendering (performance)
MeshTransmissionMaterial, // glass/crystal material
Sparkles, Stars, Cloud, // particle effects
GradientTexture, // procedural gradient texture
RoundedBox, Torus, // pre-built shapes
PresentationControls, // drag-to-rotate without orbit
Float, // floating animation
Bounds, useBounds, // auto-fit camera to content
} from "@react-three/drei";
```
## Load GLTF Model
```tsx
import { useGLTF } from "@react-three/drei";
function Model({ url }: { url: string }) {
const { scene } = useGLTF(url);
return <primitive object={scene} />;
}
// Preload outside component:
useGLTF.preload("/model.glb");
```
## Custom Shader (shaderMaterial)
```tsx
import { shaderMaterial } from "@react-three/drei";
import { extend, useFrame } from "@react-three/fiber";
import * as THREE from "three";
const GradientMaterial = shaderMaterial(
{ uTime: 0, uColorA: new THREE.Color("#6366f1"), uColorB: new THREE.Color("#a855f7") },
// Vertex
`varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
// Fragment
`uniform float uTime;
uniform vec3 uColorA;
uniform vec3 uColorB;
varying vec2 vUv;
void main() {
float t = sin(vUv.x * 3.14 + uTime) * 0.5 + 0.5;
gl_FragColor = vec4(mix(uColorA, uColorB, t), 1.0);
}`
);
extend({ GradientMaterial });
// TypeScript declaration:
declare module "@react-three/fiber" {
interface ThreeElements { gradientMaterial: any }
}
```
## Postprocessing
```tsx
import { EffectComposer, Bloom, ChromaticAberration, Noise, Vignette } from "@react-three/postprocessing";
import { BlendFunction } from "postprocessing";
<EffectComposer>
<Bloom luminanceThreshold={0.9} intensity={1.5} mipmapBlur />
<ChromaticAberration offset={[0.002, 0.002]} />
<Noise opacity={0.03} />
<Vignette eskil={false} offset={0.1} darkness={0.8} />
</EffectComposer>
```
## Performance Patterns
```tsx
// Instanced rendering for many identical objects (100x faster than individual meshes)
import { Instances, Instance } from "@react-three/drei";
<Instances limit={1000}>
<sphereGeometry args={[0.1]} />
<meshStandardMaterial color="white" />
{positions.map((p, i) => (
<Instance key={i} position={p} />
))}
</Instances>
// Suspend expensive work
<Suspense fallback={<LoadingSpinner />}>
<HeavyScene />
</Suspense>
// Level of detail
import { Detailed } from "@react-three/drei";
<Detailed distances={[0, 10, 50]}>
<HighPolyMesh />
<MidPolyMesh />
<LowPolyMesh />
</Detailed>
```
## Cleanup (critical — prevents GPU memory leak)
```tsx
useEffect(() => {
return () => {
// Dispose all geometry, materials, textures when component unmounts
scene.traverse((obj) => {
if (obj instanceof THREE.Mesh) {
obj.geometry.dispose();
if (Array.isArray(obj.material)) {
obj.material.forEach(m => m.dispose());
} else {
obj.material.dispose();
}
}
});
};
}, [scene]);
```
## Pitfalls
- `dpr={[1, 2]}` — always cap; `dpr={window.devicePixelRatio}` without cap tanks mobile perf
- Three.js objects are NOT garbage collected — `dispose()` manually
- `useFrame` runs every frame — avoid creating new objects inside it (allocations cause GC pauses)
- Server-side rendering: Canvas must be `dynamic` imported with `{ ssr: false }` in Next.js
- `shadows` on Canvas + `castShadow`/`receiveShadow` on meshes — both needed for shadows to work
Related in Web Dev
generating-lwc-components
IncludedLightning Web Components with PICKLES methodology and 165-point scoring. Use this skill when the user creates or edits LWC components, builds wire service patterns, or writes Jest tests for LWC. TRIGGER when: user creates/edits LWC components, touches lwc/**/*.js, .html, .css, .js-meta.xml files, or asks about wire service, SLDS, or Jest LWC tests. DO NOT TRIGGER when: Apex classes (use generating-apex), Aura components, or Visualforce.
tanstack-query
IncludedManage server state in React with TanStack Query v5. Set up queries with useQuery, mutations with useMutation, configure QueryClient caching strategies, implement optimistic updates, and handle infinite scroll with useInfiniteQuery. Use when: setting up data fetching in React projects, migrating from v4 to v5, or fixing object syntax required errors, query callbacks removed issues, cacheTime renamed to gcTime, isPending vs isLoading confusion, keepPreviousData removed problems.
document-processor-api
IncludedProcess documents with Nutrient DWS. Use when the user wants to generate PDFs from HTML or URLs, convert Office/images/PDFs, assemble or split packets, OCR scans, extract text/tables/key-value pairs, redact PII, watermark, sign, fill forms, optimize PDFs, or produce compliance outputs like PDF/A or PDF/UA. Triggers include convert to PDF, merge these PDFs, OCR this scan, extract tables, redact PII, sign this PDF, make this PDF/A, or linearize for web delivery.
nutrient-document-processing
IncludedProcess documents with Nutrient DWS. Use when the user wants to generate PDFs from HTML or URLs, convert Office/images/PDFs, assemble or split packets, OCR scans, extract text/tables/key-value pairs, redact PII, watermark, sign, fill forms, optimize PDFs, or produce compliance outputs like PDF/A or PDF/UA. Triggers include convert to PDF, merge these PDFs, OCR this scan, extract tables, redact PII, sign this PDF, make this PDF/A, or linearize for web delivery.
tanstack-query
IncludedManage server state in React with TanStack Query v5. Covers useMutationState, simplified optimistic updates, throwOnError, network mode (offline/PWA), and infiniteQueryOptions. Use when setting up data fetching, fixing v4→v5 migration errors (object syntax, gcTime, isPending, keepPreviousData), or debugging SSR/hydration issues with streaming server components.
accelint-nextjs-best-practices
IncludedNext.js performance optimization and best practices. Use when writing Next.js code (App Router or Pages Router); implementing Server Components, Server Actions, or API routes; optimizing RSC serialization, data fetching, or server-side rendering; reviewing Next.js code for performance issues; fixing authentication in Server Actions; or implementing Suspense boundaries, parallel data fetching, or request deduplication.