SKILL.md
唯讀
名稱
threejs-fundamentals
描述
Three.js 場景建置、攝影機、渲染器、Object3D 層級結構與座標系統。適用於建立 3D 場景、建立攝影機、設定渲染器、管理物件層級結構或處理 Transform 變換操作。
Three.js 基礎概念
快速上手
import * as THREE from "three";
// 建立場景、攝影機與渲染器
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);
// 新增網格物件(Mesh)
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// 新增光源
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
scene.add(dirLight);
camera.position.z = 5;
// 動畫循環
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
// 處理視窗縮放
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
核心類別
Scene
包含所有 3D 物件、光源與攝影機的容器。
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000); // 純色背景
scene.background = texture; // 天空盒貼圖
scene.background = cubeTexture; // 立方體貼圖 (Cubemap)
scene.environment = envMap; // PBR 用的環境貼圖
scene.fog = new THREE.Fog(0xffffff, 1, 100); // 線性霧化 (Linear fog)
scene.fog = new THREE.FogExp2(0xffffff, 0.02); // 指數霧化 (Exponential fog)
Cameras
PerspectiveCamera — 最常用的類型,模擬人類眼睛視角。
// PerspectiveCamera(fov, aspect, near, far)
const camera = new THREE.PerspectiveCamera(
75, // 視角(FOV,單位:度)
window.innerWidth / window.innerHeight, // 長寬比
0.1, // 近裁切面
1000, // 遠裁切面
);
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);
camera.updateProjectionMatrix(); // 修改 fov、aspect、near 或 far 後必須呼叫此方法
OrthographicCamera — 無透視形變,適合 2D 或等角透視(Isometric)視角。
// OrthographicCamera(left, right, top, bottom, near, far)
const aspect = window.innerWidth / window.innerHeight;
const frustumSize = 10;
const camera = new THREE.OrthographicCamera(
(frustumSize * aspect) / -2,
(frustumSize * aspect) / 2,
frustumSize / 2,
frustumSize / -2,
0.1,
1000,
);
ArrayCamera — 包含多個子攝影機的多視口渲染。
const cameras = [];
for (let i = 0; i < 4; i++) {
const subcamera = new THREE.PerspectiveCamera(40, 1, 0.1, 100);
subcamera.viewport = new THREE.Vector4(
Math.floor(i % 2) * 0.5,
Math.floor(i / 2) * 0.5,
0.5,
0.5,
);
cameras.push(subcamera);
}
const arrayCamera = new THREE.ArrayCamera(cameras);
CubeCamera — 渲染環境貼圖以實現反射效果。
const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256);
const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);
// 用於反射效果
material.envMap = cubeRenderTarget.texture;
// 每一幀更新(效能開銷較高!)
cubeCamera.position.copy(reflectiveMesh.position);
cubeCamera.update(renderer, scene);
WebGLRenderer
const renderer = new THREE.WebGLRenderer({
canvas: document.querySelector("#canvas"), // 可選填已存在的 Canvas 元素
antialias: true, // 開啟抗鋸齒
alpha: true, // 透明背景
powerPreference: "high-performance", // GPU 效能偏好提示
preserveDrawingBuffer: true, // 保留繪圖緩衝區(可用於截圖)
});
renderer.setSize(width, height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
// 色調對映 (Tone mapping)
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;
// 色彩空間 (Three.js r152+)
renderer.outputColorSpace = THREE.SRGBColorSpace;
// 陰影設定
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// 清除背景色
renderer.setClearColor(0x000000, 1);
// 執行渲染
renderer.render(scene, camera);
Object3D
所有 3D 物件的基類(Base class)。Mesh、Group、Light 和 Camera 皆繼承自 Object3D。
const obj = new THREE.Object3D();
// Transform 變換操作
obj.position.set(x, y, z);
obj.rotation.set(x, y, z); // 歐拉角(Euler angles,單位:弧度)
obj.quaternion.set(x, y, z, w); // 四元數旋轉
obj.scale.set(x, y, z);
// 區域 (Local) 與世界 (World) Transform
obj.getWorldPosition(targetVector);
obj.getWorldQuaternion(targetQuaternion);
obj.getWorldDirection(targetVector);
// 物件層級結構 (Hierarchy)
obj.add(child);
obj.remove(child);
obj.parent;
obj.children;
// 可見性
obj.visible = false;
// 圖層(用於選擇性渲染或光線投射 Raycasting)
obj.layers.set(1);
obj.layers.enable(2);
obj.layers.disable(0);
// 遍歷物件層級結構
obj.traverse((child) => {
if (child.isMesh) child.material.color.set(0xff0000);
});
// 矩陣更新
obj.matrixAutoUpdate = true; // 預設值:自動更新矩陣
obj.updateMatrix(); // 手動更新矩陣
obj.updateMatrixWorld(true); // 遞迴更新世界矩陣
Group
用來組織與管理多個物件的空白容器。
const group = new THREE.Group();
group.add(mesh1);
group.add(mesh2);
scene.add(group);
// 對整個 Group 進行 Transform 變換
group.position.x = 5;
group.rotation.y = Math.PI / 4;
Mesh
結合幾何體(Geometry)與材質(Material)。
const mesh = new THREE.Mesh(geometry, material);
// 多重材質(每個幾何體分組對應一種材質)
const mesh = new THREE.Mesh(geometry, [material1, material2]);
// 常用屬性
mesh.geometry;
mesh.material;
mesh.castShadow = true;
mesh.receiveShadow = true;
// 視錐體裁切 (Frustum culling)
mesh.frustumCulled = true; // 預設值:若超出攝影機視野則跳過渲染
// 渲染順序
mesh.renderOrder = 10; // 數值越大越後渲染
座標系統
Three.js 使用右手座標系統:
- +X 指向右方
- +Y 指向上方
- +Z 指向觀察者(朝螢幕外)
// 座標軸輔助物件 (AxesHelper)
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper); // 紅色=X軸, 綠色=Y軸, 藍色=Z軸
數學工具類別
Vector3
const v = new THREE.Vector3(x, y, z);
v.set(x, y, z);
v.copy(otherVector);
v.clone();
// 向量運算(直接修改原物件)
v.add(v2);
v.sub(v2);
v.multiply(v2);
v.multiplyScalar(2);
v.divideScalar(2);
v.normalize();
v.negate();
v.clamp(min, max);
v.lerp(target, alpha);
// 數學計算(回傳新數值)
v.length();
v.lengthSq(); // 速度比 length() 更快
v.distanceTo(v2);
v.dot(v2);
v.cross(v2); // 會修改 v 本身
v.angleTo(v2);
// Transform 轉換
v.applyMatrix4(matrix);
v.applyQuaternion(q);
v.project(camera); // 世界座標轉 NDC
v.unproject(camera); // NDC 轉世界座標
Matrix4
const m = new THREE.Matrix4();
m.identity();
m.copy(other);
m.clone();
// 建構 Transform 矩陣
m.makeTranslation(x, y, z);
m.makeRotationX(theta);
m.makeRotationY(theta);
m.makeRotationZ(theta);
m.makeRotationFromQuaternion(q);
m.makeScale(x, y, z);
// 組合 / 解構矩陣
m.compose(position, quaternion, scale);
m.decompose(position, quaternion, scale);
// 矩陣運算
m.multiply(m2); // m = m * m2
m.premultiply(m2); // m = m2 * m
m.invert();
m.transpose();
// 攝影機矩陣
m.makePerspective(left, right, top, bottom, near, far);
m.makeOrthographic(left, right, top, bottom, near, far);
m.lookAt(eye, target, up);
Quaternion
const q = new THREE.Quaternion();
q.setFromEuler(euler);
q.setFromAxisAngle(axis, angle);
q.setFromRotationMatrix(matrix);
q.multiply(q2);
q.slerp(target, t); // 球面線性插值 (Slerp)
q.normalize();
q.invert();
Euler
const euler = new THREE.Euler(x, y, z, "XYZ"); // 旋轉順序非常重要!
euler.setFromQuaternion(q);
euler.setFromRotationMatrix(m);
// 旋轉順序選項:'XYZ', 'YXZ', 'ZXY', 'XZY', 'YZX', 'ZYX'
Color
const color = new THREE.Color(0xff0000);
const color = new THREE.Color("red");
const color = new THREE.Color("rgb(255, 0, 0)");
const color = new THREE.Color("#ff0000");
color.setHex(0x00ff00);
color.setRGB(r, g, b); // 數值範圍 0-1
color.setHSL(h, s, l); // 數值範圍 0-1
color.lerp(otherColor, alpha);
color.multiply(otherColor);
color.multiplyScalar(2);
MathUtils
THREE.MathUtils.clamp(value, min, max);
THREE.MathUtils.lerp(start, end, alpha);
THREE.MathUtils.mapLinear(value, inMin, inMax, outMin, outMax);
THREE.MathUtils.degToRad(degrees);
THREE.MathUtils.radToDeg(radians);
THREE.MathUtils.randFloat(min, max);
THREE.MathUtils.randInt(min, max);
THREE.MathUtils.smoothstep(x, min, max);
THREE.MathUtils.smootherstep(x, min, max);
常見開發模式
正確的資源釋放 (Cleanup)
function dispose() {
// 釋放幾何體
mesh.geometry.dispose();
// 釋放材質
if (Array.isArray(mesh.material)) {
mesh.material.forEach((m) => m.dispose());
} else {
mesh.material.dispose();
}
// 釋放貼圖
texture.dispose();
// 從場景中移除物件
scene.remove(mesh);
// 釋放渲染器
renderer.dispose();
}
時間時鐘控制動畫 (Clock)
const clock = new THREE.Clock();
function animate() {
const delta = clock.getDelta(); // 自上一幀以來經過的時間(秒)
const elapsed = clock.getElapsedTime(); // 累積總時間(秒)
mesh.rotation.y += delta * 0.5; // 無論影格率 (FPS) 為何皆保持一致速度
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
響應式 Canvas (Responsive Canvas)
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
}
window.addEventListener("resize", onWindowResize);
載入管理器 (Loading Manager)
const manager = new THREE.LoadingManager();
manager.onStart = (url, loaded, total) => console.log("Started loading");
manager.onLoad = () => console.log("All loaded");
manager.onProgress = (url, loaded, total) => console.log(`${loaded}/${total}`);
manager.onError = (url) => console.error(`Error loading ${url}`);
const textureLoader = new THREE.TextureLoader(manager);
const gltfLoader = new GLTFLoader(manager);
效能最佳化技巧
- 減少 Draw Call 次數:合併幾何體(Merge geometries)、使用實例化渲染(Instancing)或紋理圖集(Atlas textures)。
- 視錐體裁切 (Frustum Culling):預設為開啟狀態,請確保包圍盒(Bounding box)計算正確。
- 多細節層次 (LOD):使用
THREE.LOD依據距離切換不同精細度的網格物件。 - 物件池 (Object Pooling):重複利用既存物件,避免頻繁建立與銷毀物件。
- 避免在迴圈中呼叫
getWorldPosition:建議快取(Cache)計算結果。
// 合併靜態幾何體
import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js";
const merged = mergeGeometries([geo1, geo2, geo3]);
// 多細節層次 (LOD)
const lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0);
lod.addLevel(medDetailMesh, 50);
lod.addLevel(lowDetailMesh, 100);
scene.add(lod);
延伸參考
threejs-geometry- 幾何體建置與操作threejs-materials- 材質類型與屬性threejs-lighting- 光源類型與陰影設定






