SKILL.md
只读
名称
threejs-fundamentals
描述
Three.js 场景设置、摄像机、渲染器、Object3D 层级结构、坐标系。用于设置 3D 场景、创建摄像机、配置渲染器、管理对象层级或处理变换。
Three.js 基础
快速开始
import * as THREE from "three";
// 创建场景、摄像机、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);
// 添加网格
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);
// 添加灯光
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;
// 动画循环
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
// 处理窗口大小变化
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
核心类
Scene
所有 3D 对象、灯光和摄像机的容器。
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000); // 纯色
scene.background = texture; // 天空盒纹理
scene.background = cubeTexture; // 立方体贴图
scene.environment = envMap; // PBR 环境贴图
scene.fog = new THREE.Fog(0xffffff, 1, 100); // 线性雾
scene.fog = new THREE.FogExp2(0xffffff, 0.02); // 指数雾
摄像机
PerspectiveCamera - 最常用,模拟人眼。
// PerspectiveCamera(fov, aspect, near, far)
const camera = new THREE.PerspectiveCamera(
75, // 视野角度(度)
window.innerWidth / window.innerHeight, // 宽高比
0.1, // 近裁剪面
1000, // 远裁剪面
);
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);
camera.updateProjectionMatrix(); // 更改 fov、aspect、near、far 后调用
OrthographicCamera - 无透视畸变,适用于 2D/等距视图。
// 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 - 多个子摄像机的多视口。
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 - 渲染环境贴图用于反射。
const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256);
const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);
// 用于反射
material.envMap = cubeRenderTarget.texture;
// 每帧更新(开销大!)
cubeCamera.position.copy(reflectiveMesh.position);
cubeCamera.update(renderer, scene);
WebGLRenderer
const renderer = new THREE.WebGLRenderer({
canvas: document.querySelector("#canvas"), // 可选,已有 canvas
antialias: true, // 平滑边缘
alpha: true, // 透明背景
powerPreference: "high-performance", // GPU 提示
preserveDrawingBuffer: true, // 用于截图
});
renderer.setSize(width, height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
// 色调映射
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;
// 色彩空间(Three.js r152+)
renderer.outputColorSpace = THREE.SRGBColorSpace;
// 阴影
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// 清除颜色
renderer.setClearColor(0x000000, 1);
// 渲染
renderer.render(scene, camera);
Object3D
所有 3D 对象的基类。Mesh、Group、Light、Camera 都继承自 Object3D。
const obj = new THREE.Object3D();
// 变换
obj.position.set(x, y, z);
obj.rotation.set(x, y, z); // 欧拉角(弧度)
obj.quaternion.set(x, y, z, w); // 四元数旋转
obj.scale.set(x, y, z);
// 局部 vs 世界变换
obj.getWorldPosition(targetVector);
obj.getWorldQuaternion(targetQuaternion);
obj.getWorldDirection(targetVector);
// 层级
obj.add(child);
obj.remove(child);
obj.parent;
obj.children;
// 可见性
obj.visible = false;
// 图层(用于选择性渲染/射线检测)
obj.layers.set(1);
obj.layers.enable(2);
obj.layers.disable(0);
// 遍历层级
obj.traverse((child) => {
if (child.isMesh) child.material.color.set(0xff0000);
});
// 矩阵更新
obj.matrixAutoUpdate = true; // 默认:自动更新矩阵
obj.updateMatrix(); // 手动更新矩阵
obj.updateMatrixWorld(true); // 递归更新世界矩阵
Group
用于组织对象的空容器。
const group = new THREE.Group();
group.add(mesh1);
group.add(mesh2);
scene.add(group);
// 变换整个组
group.position.x = 5;
group.rotation.y = Math.PI / 4;
Mesh
结合几何体和材质。
const mesh = new THREE.Mesh(geometry, material);
// 多个材质(每个几何体组一个)
const mesh = new THREE.Mesh(geometry, [material1, material2]);
// 常用属性
mesh.geometry;
mesh.material;
mesh.castShadow = true;
mesh.receiveShadow = true;
// 视锥体裁剪
mesh.frustumCulled = true; // 默认:在摄像机视野外则跳过
// 渲染顺序
mesh.renderOrder = 10; // 值越大越晚渲染
坐标系
Three.js 使用右手坐标系:
- +X 指向右
- +Y 指向上
- +Z 指向观察者(屏幕外)
// 坐标轴辅助
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper); // 红=X, 绿=Y, 蓝=Z
数学工具
Vector3
const v = new THREE.Vector3(x, y, z);
v.set(x, y, z);
v.copy(otherVector);
v.clone();
// 运算(原地修改)
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);
// 计算(返回新值)
v.length();
v.lengthSq(); // 比 length() 更快
v.distanceTo(v2);
v.dot(v2);
v.cross(v2); // 修改 v
v.angleTo(v2);
// 变换
v.applyMatrix4(matrix);
v.applyQuaternion(q);
v.project(camera); // 世界坐标转 NDC
v.unproject(camera); // NDC 转世界坐标
Matrix4
const m = new THREE.Matrix4();
m.identity();
m.copy(other);
m.clone();
// 构建变换
m.makeTranslation(x, y, z);
m.makeRotationX(theta);
m.makeRotationY(theta);
m.makeRotationZ(theta);
m.makeRotationFromQuaternion(q);
m.makeScale(x, y, z);
// 组合/分解
m.compose(position, quaternion, scale);
m.decompose(position, quaternion, scale);
// 运算
m.multiply(m2); // m = m * m2
m.premultiply(m2); // m = m2 * m
m.invert();
m.transpose();
// 摄像机矩阵
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); // 球面插值
q.normalize();
q.invert();
Euler
const euler = new THREE.Euler(x, y, z, "XYZ"); // 顺序很重要!
euler.setFromQuaternion(q);
euler.setFromRotationMatrix(m);
// 旋转顺序:'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); // 0-1 范围
color.setHSL(h, s, l); // 0-1 范围
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);
常见模式
正确清理
function dispose() {
// 释放几何体
mesh.geometry.dispose();
// 释放材质
if (Array.isArray(mesh.material)) {
mesh.material.forEach((m) => m.dispose());
} else {
mesh.material.dispose();
}
// 释放纹理
texture.dispose();
// 从场景中移除
scene.remove(mesh);
// 释放渲染器
renderer.dispose();
}
动画时钟
const clock = new THREE.Clock();
function animate() {
const delta = clock.getDelta(); // 上一帧到当前帧的时间(秒)
const elapsed = clock.getElapsedTime(); // 总时间(秒)
mesh.rotation.y += delta * 0.5; // 与帧率无关的恒定速度
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
响应式 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);
加载管理器
const manager = new THREE.LoadingManager();
manager.onStart = (url, loaded, total) => console.log("开始加载");
manager.onLoad = () => console.log("全部加载完成");
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);
性能提示
- 限制绘制调用:合并几何体、使用实例化、图集纹理
- 视锥体裁剪:默认启用,确保包围盒正确
- LOD(细节层次):使用
THREE.LOD根据距离切换网格 - 对象池:复用对象而非创建/销毁
- 避免在循环中使用
getWorldPosition:缓存结果
// 合并静态几何体
import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js";
const merged = mergeGeometries([geo1, geo2, geo3]);
// LOD
const lod = new THREE.LOD();
lod.addLevel(highDetailMesh, 0);
lod.addLevel(medDetailMesh, 50);
lod.addLevel(lowDetailMesh, 100);
scene.add(lod);
参见
threejs-geometry- 几何体创建与操作threejs-materials- 材质类型与属性threejs-lighting- 灯光类型与阴影






