@leejungkiin/awkit 1.7.6 → 1.7.7

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Files changed (53) hide show
  1. package/bin/awk.js +44 -23
  2. package/bin/codex-generators.js +32 -3
  3. package/core/GEMINI.md +10 -5
  4. package/core/GEMINI.md.bak +2 -2
  5. package/package.json +1 -1
  6. package/scripts/exec-progress.js +116 -0
  7. package/skills/generate-gui-assets/SKILL.md +5 -5
  8. package/skills/hatch-pet/SKILL.md +2 -2
  9. package/skills/threejs-animation/SKILL.md +86 -0
  10. package/skills/threejs-animation/examples/workflow-mixer-action.md +20 -0
  11. package/skills/threejs-animation/references/official-sections.md +19 -0
  12. package/skills/threejs-audio/SKILL.md +112 -0
  13. package/skills/threejs-audio/examples/workflow-positional-audio.md +15 -0
  14. package/skills/threejs-audio/references/official-sections.md +16 -0
  15. package/skills/threejs-camera/SKILL.md +96 -0
  16. package/skills/threejs-camera/examples/workflow-perspective-resize.md +13 -0
  17. package/skills/threejs-controls/SKILL.md +101 -0
  18. package/skills/threejs-controls/examples/workflow-orbit-damping.md +15 -0
  19. package/skills/threejs-dev-setup/SKILL.md +102 -0
  20. package/skills/threejs-dev-setup/examples/workflow-scaffold.md +24 -0
  21. package/skills/threejs-geometries/SKILL.md +108 -0
  22. package/skills/threejs-geometries/examples/workflow-extrude-shape.md +13 -0
  23. package/skills/threejs-helpers/SKILL.md +103 -0
  24. package/skills/threejs-helpers/examples/workflow-light-camera-helpers.md +13 -0
  25. package/skills/threejs-lights/SKILL.md +103 -0
  26. package/skills/threejs-lights/examples/workflow-directional-shadow.md +17 -0
  27. package/skills/threejs-loaders/SKILL.md +89 -0
  28. package/skills/threejs-loaders/examples/workflow-gltf-draco.md +22 -0
  29. package/skills/threejs-loaders/references/official-sections.md +27 -0
  30. package/skills/threejs-materials/SKILL.md +102 -0
  31. package/skills/threejs-materials/examples/workflow-pbr-transparent.md +15 -0
  32. package/skills/threejs-math/SKILL.md +102 -0
  33. package/skills/threejs-math/examples/workflow-ray-aabb.md +11 -0
  34. package/skills/threejs-node-tsl/SKILL.md +83 -0
  35. package/skills/threejs-node-tsl/examples/workflow-tsl-entry.md +13 -0
  36. package/skills/threejs-node-tsl/references/official-links.md +8 -0
  37. package/skills/threejs-node-tsl/references/tsl-vs-classic.md +23 -0
  38. package/skills/threejs-objects/SKILL.md +111 -0
  39. package/skills/threejs-objects/examples/workflow-raycaster-pick.md +17 -0
  40. package/skills/threejs-postprocessing/SKILL.md +116 -0
  41. package/skills/threejs-postprocessing/examples/workflow-composer-bloom.md +15 -0
  42. package/skills/threejs-renderers/SKILL.md +91 -0
  43. package/skills/threejs-renderers/examples/workflow-renderer-resize.md +21 -0
  44. package/skills/threejs-renderers/references/official-sections.md +14 -0
  45. package/skills/threejs-scenes/SKILL.md +90 -0
  46. package/skills/threejs-scenes/examples/workflow-fog-background.md +13 -0
  47. package/skills/threejs-textures/SKILL.md +83 -0
  48. package/skills/threejs-textures/examples/workflow-pmrem-env.md +19 -0
  49. package/skills/threejs-webxr/SKILL.md +104 -0
  50. package/skills/threejs-webxr/examples/workflow-xr-button.md +15 -0
  51. package/workflows/_uncategorized/goal.md +86 -0
  52. package/workflows/ui/generate-gui-assets.md +111 -0
  53. package/workflows/ui/hatch-pet.md +116 -0
@@ -0,0 +1,112 @@
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+ ---
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+ name: threejs-audio
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+ description: "three.js audio spatialization: AudioListener attached to camera rig, Audio and PositionalAudio sources, AudioAnalyser for FFT/time-domain data, and integration with Web Audio API contexts; AudioLoader is referenced from threejs-loaders for file decoding. Use when placing 3D sound, configuring panner parameters, or building audio visualization; not a replacement for full game audio middleware."
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+ ---
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+
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+ ## When to use this skill
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+
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+ **ALWAYS use this skill when the user mentions:**
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+
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+ - `AudioListener` on `Camera`, `Audio` vs `PositionalAudio`, distance models, refDistance/maxDistance/rolloff
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+ - `AudioAnalyser` for visualization bars/spectrum
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+ - Browser autoplay policies blocking audio start
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+
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+ **IMPORTANT: audio vs loaders**
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+
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+ | Step | Skill |
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+ |------|--------|
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+ | Decode mp3/ogg buffer | **threejs-loaders** (`AudioLoader`) |
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+ | Spatial playback API | **threejs-audio** |
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+
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+ **Trigger phrases include:**
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+
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+ - "PositionalAudio", "AudioListener", "AudioAnalyser", "panner"
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+ - "空间音频", "音量衰减", "频谱"
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+
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+ ## How to use this skill
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+
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+ 1. **Attach listener** to camera object so head-related audio follows view.
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+ 2. **Validate AudioContext state** — check `listener.context.state` before playback; resume if suspended.
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+ 3. **Create context** compatible with user gesture unlock patterns in browsers.
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+ 4. **PositionalAudio** — set `refDistance`, `maxDistance`, `rolloffFactor`, `distanceModel` per docs.
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+ 5. **Load buffer** via `AudioLoader` (**threejs-loaders**), then `positionalAudio.setBuffer`.
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+ 6. **Analyser** — connect graph `listener.context.createAnalyser()` pathways per examples; watch performance.
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+ 7. **Update** — audio nodes usually need no per-frame update unless following moving sources manually.
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+
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+ ### Example: PositionalAudio with context validation
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+
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+ ```javascript
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+ import * as THREE from 'three';
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+
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+ const listener = new THREE.AudioListener();
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+ camera.add(listener);
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+
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+ // Validate AudioContext state before attempting playback
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+ function ensureAudioContext() {
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+ if (listener.context.state === 'suspended') {
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+ listener.context.resume();
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+ }
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+ }
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+
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+ // Resume on user gesture (required by browser autoplay policy)
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+ document.addEventListener('click', ensureAudioContext, { once: true });
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+
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+ const sound = new THREE.PositionalAudio(listener);
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+ const loader = new THREE.AudioLoader();
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+ loader.load('sound.mp3', (buffer) => {
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+ sound.setBuffer(buffer);
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+ sound.setRefDistance(20);
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+ sound.setRolloffFactor(1);
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+ });
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+ mesh.add(sound); // Attach to a scene object for spatial positioning
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+ ```
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+
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+ See [examples/workflow-positional-audio.md](examples/workflow-positional-audio.md).
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+
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+ ## Doc map (official)
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+
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+ | Docs section | Representative links |
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+ |--------------|----------------------|
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+ | Audio | https://threejs.org/docs/AudioListener.html |
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+ | Audio | https://threejs.org/docs/Audio.html |
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+ | Audio | https://threejs.org/docs/PositionalAudio.html |
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+ | Audio | https://threejs.org/docs/AudioAnalyser.html |
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+
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+ Extended list: [references/official-sections.md](references/official-sections.md).
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+
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+ ## Scope
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+
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+ - **In scope:** Core Audio classes, spatialization parameters, analyser usage overview.
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+ - **Out of scope:** FMOD/Wwise-style authoring tools.
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+
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+ ## Common pitfalls and best practices
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+
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+ - Autoplay restrictions require user interaction to resume AudioContext.
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+ - Too many positional sources hurt CPU—pool or LOD audio.
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+ - Ensure world units match distance model expectations.
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+
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+ ## Documentation and version
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+
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+ Audio classes are under [Audio](https://threejs.org/docs/#Audio) in [three.js docs](https://threejs.org/docs/). Decoding buffers uses `AudioLoader`—see **threejs-loaders**. Browser Web Audio policies are external but must be mentioned when `AudioContext` is suspended.
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+
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+ ## Agent response checklist
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+
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+ When answering under this skill, prefer responses that:
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+
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+ 1. Link `AudioListener`, `PositionalAudio`, or `AudioAnalyser` as relevant.
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+ 2. Delegate file loading of sound buffers to **threejs-loaders** (`AudioLoader`).
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+ 3. Note autoplay / user-gesture requirements for resuming context.
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+ 4. Relate distance attenuation to world units and **threejs-objects** placement.
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+ 5. Avoid promising DAW-level mixing—stay within three.js audio scope.
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+
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+ ## References
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+
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+ - https://threejs.org/docs/#Audio
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+ - https://threejs.org/docs/AudioListener.html
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+ - https://threejs.org/docs/PositionalAudio.html
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+
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+ ## Keywords
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+
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+ **English:** audio, positional audio, listener, analyser, spatial sound, web audio, three.js
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+
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+ **中文:** 音频、空间音频、AudioListener、PositionalAudio、Web Audio、three.js
@@ -0,0 +1,15 @@
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+ # Workflow: positional loop with loader
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+
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+ ## Steps
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+
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+ 1. Create `AudioListener`, `camera.add(listener)`.
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+
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+ 2. `const sound = new THREE.PositionalAudio(listener);`
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+
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+ 3. `const loader = new THREE.AudioLoader();` (**threejs-loaders**) `loader.load('file.ogg', buffer => { sound.setBuffer(buffer); sound.setRefDistance(1); sound.play(); });`
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+
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+ 4. Add `sound` as child of moving mesh or update position each frame.
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+
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+ 5. Connect `AudioAnalyser` only if visualization required—extra CPU.
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+
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+ Browser autoplay: resume context on first click if needed.
@@ -0,0 +1,16 @@
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+ # Audio module (core)
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+
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+ Index: https://threejs.org/docs/#Audio
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+
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+ - https://threejs.org/docs/AudioListener.html
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+ - https://threejs.org/docs/Audio.html
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+ - https://threejs.org/docs/PositionalAudio.html
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+ - https://threejs.org/docs/AudioAnalyser.html
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+
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+ **Loaders (decode buffers — see skill `threejs-loaders`)**
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+
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+ - https://threejs.org/docs/AudioLoader.html
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+
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+ **Addons (positional helper)**
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+
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+ - https://threejs.org/docs/PositionalAudioHelper.html
@@ -0,0 +1,96 @@
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+ ---
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+ name: threejs-camera
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+ description: "three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers."
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+ ---
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+
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+ ## When to use this skill
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+
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+ **ALWAYS use this skill when the user mentions:**
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+
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+ - Switching perspective vs orthographic, `fov`, `aspect`, `zoom`, `near`, `far`
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+ - `CubeCamera` for real-time environment maps or reflections (update rate caveats)
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+ - `ArrayCamera`/`StereoCamera` for multi-view or stereo off-axis projection (non-XR)
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+
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+ **IMPORTANT: camera vs webxr vs post**
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+
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+ | Topic | Skill |
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+ |-------|--------|
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+ | Standard desktop projection | **threejs-camera** |
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+ | XR reference spaces, IPD | **threejs-webxr** |
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+ | Offscreen pass cameras inside composer | **threejs-postprocessing** |
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+
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+ **Trigger phrases include:**
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+
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+ - "PerspectiveCamera", "OrthographicCamera", "CubeCamera", "aspect", "near", "far"
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+ - "透视相机", "正交", "立方体相机"
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+
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+ ## How to use this skill
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+
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+ 1. **Perspective**: set `aspect` = width/height; update on resize (**threejs-renderers** example workflow).
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+ 2. **Orthographic**: define `left/right/top/bottom` in world units for CAD/2.5D views.
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+ 3. **Near/far**: balance depth precision vs containing scene bounds; relate to fog (**threejs-scenes**).
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+ 4. **CubeCamera**: position at reflection probe; call `update` when scene static enough; use render target outputs per docs.
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+ 5. **Stereo/Array**: advanced; cite docs for eye parameters; defer XR to **threejs-webxr**.
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+ 6. **Projection matrix**: call `updateProjectionMatrix()` after parameter edits.
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+ 7. **Helpers**: `CameraHelper` lives in **threejs-helpers**.
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+
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+ ### Example: Resize handler with updateProjectionMatrix
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+
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+ ```javascript
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+ window.addEventListener('resize', () => {
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+ renderer.setSize(window.innerWidth, window.innerHeight);
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+ });
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+ ```
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+
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+ See [examples/workflow-perspective-resize.md](examples/workflow-perspective-resize.md).
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+
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+ ## Doc map (official)
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+
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+ | Docs section | Representative links |
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+ |--------------|----------------------|
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+ | Cameras (index) | https://threejs.org/docs/#Cameras |
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+ | Cameras | https://threejs.org/docs/Camera.html |
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+ | Perspective | https://threejs.org/docs/PerspectiveCamera.html |
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+ | Orthographic | https://threejs.org/docs/OrthographicCamera.html |
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+ | Cube | https://threejs.org/docs/CubeCamera.html |
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+ | Multi-view | https://threejs.org/docs/ArrayCamera.html |
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+ | Stereo (non-XR) | https://threejs.org/docs/StereoCamera.html |
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+
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+ ## Scope
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+
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+ - **In scope:** Core camera classes and parameters; cube/array/stereo overview.
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+ - **Out of scope:** WebXR reference spaces, eye matrices, session lifecycle (**threejs-webxr**); shadow map camera tuning (**threejs-lights**); pass-internal cameras in composer (**threejs-postprocessing**).
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+
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+ ## Common pitfalls and best practices
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+
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+ - Wrong `aspect` after resize stretches image—always sync with canvas.
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+ - Too small `near` hurts depth precision in large worlds.
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+ - `CubeCamera` every frame is expensive—throttle for performance.
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+
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+ ## Documentation and version
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+
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+ Camera parameters and `CubeCamera` update behavior follow the [Cameras](https://threejs.org/docs/#Cameras) section of [three.js docs](https://threejs.org/docs/). WebXR uses different projection paths—hand off to **threejs-webxr** when the user mentions headsets or reference spaces.
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+
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+ ## Agent response checklist
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+
78
+ When answering under this skill, prefer responses that:
79
+
80
+ 1. Link `PerspectiveCamera`, `OrthographicCamera`, or `CubeCamera` as relevant.
81
+ 2. Pair resize with **threejs-renderers** `setSize` / DPR patterns when relevant.
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+ 3. Route `XR`/`WebXRManager` questions to **threejs-webxr** after one-line renderer mention.
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+ 4. Mention `updateProjectionMatrix()` after intrinsic changes.
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+ 5. Use **threejs-helpers** `CameraHelper` for shadow frustum debug when discussing lights.
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+
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+ ## References
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+
88
+ - https://threejs.org/docs/#Cameras
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+ - https://threejs.org/docs/PerspectiveCamera.html
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+ - https://threejs.org/docs/CubeCamera.html
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+
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+ ## Keywords
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+
94
+ **English:** perspectivecamera, orthographiccamera, cubecamera, projection, aspect, near, far, three.js
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+
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+ **中文:** 相机、透视、正交、投影、近裁剪、远裁剪、CubeCamera、three.js
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+ # Workflow: perspective camera on window resize
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+
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+ ## Steps
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+
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+ 1. Store `PerspectiveCamera` reference.
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+
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+ 2. On resize: `camera.aspect = width / height; camera.updateProjectionMatrix();`
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+
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+ 3. Pair with renderer `setSize` from **threejs-renderers** examples.
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+
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+ 4. For orthographic cameras, recompute `left/right/top/bottom` if using fit-to-view logic.
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+
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+ This is the standard pattern used across three.js examples.
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+ ---
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+ name: threejs-controls
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+ description: "Addon camera and object manipulation controls: OrbitControls, MapControls, FlyControls, FirstPersonControls, TrackballControls, ArcballControls, DragControls, PointerLockControls, TransformControls; damping, target focal point, and integration with the animation loop. Use for editor-style navigation and gizmos—not a full game character controller stack; pair with Raycaster selection patterns in threejs-objects when transforming selections."
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+ ---
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+
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+ ## When to use this skill
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+
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+ **ALWAYS use this skill when the user mentions:**
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+
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+ - Orbiting/panning/dolly around a target, inertia/damping, min/max distance/polar angles
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+ - Map-like pan (MapControls) or flying (FlyControls)
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+ - Transform gizmo translate/rotate/scale with `TransformControls`
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+ - Dragging objects in plane (DragControls), pointer lock FPS (PointerLockControls)
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+
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+ **IMPORTANT: controls vs webxr**
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+
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+ | Context | Skill |
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+ |---------|--------|
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+ | Desktop/browser camera nav | **threejs-controls** |
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+ | XR controller poses | **threejs-webxr** |
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+
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+ **Trigger phrases include:**
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+
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+ - "OrbitControls", "TransformControls", "MapControls", "PointerLockControls"
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+ - "轨道", "变换控制器", "漫游"
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+
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+ ## How to use this skill
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+
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+ 1. **Import** from addons path (**threejs-dev-setup**).
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+ 2. **Construct** with `(camera, domElement)`; for `TransformControls` also attach to renderer events.
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+ 3. **Animation loop**: when `enableDamping`, call `controls.update()` each frame.
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+ 4. **TransformControls**: wire `dragging-changed` to disable Orbit temporarily; sync with selection from **threejs-objects**.
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+ 5. **Constraints**: set min/max distance/angles to avoid flipping or underground views.
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+ 6. **Dispose**: `controls.dispose()` when tearing down.
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+
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+ ### Example: OrbitControls with damping
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+
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+ ```javascript
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+
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+ const controls = new OrbitControls(camera, renderer.domElement);
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+ controls.enableDamping = true;
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+ controls.dampingFactor = 0.05;
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+ controls.minDistance = 2;
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+ controls.maxDistance = 50;
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+
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+ // Must call update() each frame when damping is enabled
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+ function animate() {
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+ controls.update();
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+ renderer.render(scene, camera);
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+ }
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+ renderer.setAnimationLoop(animate);
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+ ```
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+
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+ See [examples/workflow-orbit-damping.md](examples/workflow-orbit-damping.md).
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+
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+ ## Doc map (official)
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+
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+ | Docs section | Representative links |
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+ |--------------|----------------------|
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+ | Controls | https://threejs.org/docs/OrbitControls.html |
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+ | Controls | https://threejs.org/docs/TransformControls.html |
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+ | Controls | https://threejs.org/docs/MapControls.html |
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+ | Controls (index) | https://threejs.org/docs/#Controls |
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+
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+ ## Scope
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+
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+ - **In scope:** Official addons controls usage patterns.
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+ - **Out of scope:** Full physics character motor; mobile gesture frameworks.
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+
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+ ## Common pitfalls and best practices
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+
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+ - Forgetting `update()` with damping enabled causes drift never settling.
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+ - TransformControls fighting with Orbit—pause one while using the other.
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+ - Pointer lock requires user gesture and exit handling.
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+
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+ ## Documentation and version
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+
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+ Controls are under [Controls](https://threejs.org/docs/#Controls) (Addons) in [three.js docs](https://threejs.org/docs/). API details (`enableDamping`, events) evolve—link `OrbitControls` / `TransformControls` pages for the user’s three.js version.
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+
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+ ## Agent response checklist
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+
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+ When answering under this skill, prefer responses that:
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+
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+ 1. Link the specific controls class from the docs.
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+ 2. State `controls.update()` when damping is on, every frame.
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+ 3. Coordinate `TransformControls` with selection / **threejs-objects** raycasting.
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+ 4. Separate desktop navigation from **threejs-webxr** locomotion.
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+ 5. Call `dispose()` on controls when unmounting canvas.
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+
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+ ## References
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+
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+ - https://threejs.org/docs/#Controls
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+ - https://threejs.org/docs/OrbitControls.html
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+ - https://threejs.org/docs/TransformControls.html
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+
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+ ## Keywords
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+
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+ **English:** orbitcontrols, transformcontrols, mapcontrols, damping, camera controls, three.js
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+
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+ **中文:** OrbitControls、轨道、TransformControls、变换控制器、阻尼、three.js
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+ # Workflow: OrbitControls with damping
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+
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+ ## Steps
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+
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+ 1. `const controls = new OrbitControls(camera, renderer.domElement);`
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+
7
+ 2. `controls.enableDamping = true; controls.dampingFactor = 0.05;`
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+
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+ 3. Each frame before render: `controls.update();`
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+
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+ 4. Listen to `controls.addEventListener('change', render)` only if using lazy rendering; continuous apps already render in rAF.
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+
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+ 5. On destroy: `controls.dispose()`.
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+
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+ API: https://threejs.org/docs/OrbitControls.html
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+ ---
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+ name: threejs-dev-setup
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+ description: "Bootstrap and toolchain guidance for three.js applications using npm, Vite/Webpack/Rollup, bare ESM import maps, and TypeScript. Covers canonical import paths for three core versus three/addons/ (examples/jsm re-exports), version alignment with threejs.org docs, and fixing module not found for loaders and controls. Use when scaffolding a new 3D project, migrating bundler, or debugging resolution of addons; do not use for rendering API details (see threejs-renderers) or asset loading logic (see threejs-loaders)."
4
+ ---
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+
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+ ## When to use this skill
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+
8
+ **ALWAYS use this skill when the user mentions:**
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+
10
+ - Creating or configuring a new three.js project, Vite/Webpack/Rollup entry, or browser `importmap`
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+ - Installing the `three` package, aligning version with documentation, or TypeScript setup (`@types/three` where applicable)
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+ - Import errors for `three/addons/...`, `examples/jsm`, ESM vs CJS interop, or bare specifier resolution
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+
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+ **IMPORTANT: this skill vs runtime topics**
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+
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+ - **threejs-dev-setup** = install paths, bundler, module graph, and where to import addons from.
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+ - **threejs-renderers** = `WebGLRenderer` / `WebGPURenderer`, canvas, pixel ratio, render loop—after the project loads.
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+ - **threejs-loaders** = `GLTFLoader`, `DRACOLoader`, progress callbacks—after imports resolve.
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+
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+ **Trigger phrases include:**
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+
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+ - "vite three.js", "webpack three", "import map", "three/addons", "cannot find module", "jsm"
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+ - "新建项目", "安装 three", "找不到模块", "ESM", "TypeScript three"
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+
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+ ## How to use this skill
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+
27
+ 1. **Confirm delivery model**: SPA bundler (Vite/Webpack), Node tooling, or static HTML with `importmap`—each affects how `three/addons/` resolves.
28
+ 2. **Pin `three` version** to a release compatible with the docs the user cites; note that addon paths follow the published package layout.
29
+ 3. **Show canonical imports**: core from `three`; controls/loaders/effects from `three/addons/...` (mapped to `examples/jsm` in source tree). See [examples/workflow-scaffold.md](examples/workflow-scaffold.md).
30
+ 4. **Minimal loop**: create renderer + scene + camera + one mesh to verify toolchain works.
31
+ 5. **TypeScript**: enable `moduleResolution` appropriate for bundler; reference types from `three` package typings; avoid duplicating global script tag patterns unless user targets no-bundler HTML.
32
+ 6. **On failure**: distinguish missing dependency vs wrong path vs SSR context (no `window`/`document`).
33
+ 7. **Deepening**: link user to [three.js manual](https://threejs.org/manual/) first chapter after scaffold works.
34
+
35
+ ### Example: Vite + three.js minimal verification
36
+
37
+ ```bash
38
+ npm create vite@latest my-3d-app -- --template vanilla && cd my-3d-app
39
+ npm install three
40
+ ```
41
+
42
+ ```javascript
43
+ // main.js — canonical imports and minimal render loop
44
+ import * as THREE from 'three';
45
+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
46
+
47
+ const scene = new THREE.Scene();
48
+ const camera = new THREE.PerspectiveCamera(75, innerWidth / innerHeight, 0.1, 100);
49
+ camera.position.z = 3;
50
+
51
+ const renderer = new THREE.WebGLRenderer();
52
+ renderer.setSize(innerWidth, innerHeight);
53
+ document.body.appendChild(renderer.domElement);
54
+
55
+ const mesh = new THREE.Mesh(
56
+ new THREE.BoxGeometry(),
57
+ new THREE.MeshStandardMaterial({ color: 0x00ff00 })
58
+ );
59
+ scene.add(mesh, new THREE.AmbientLight(0xffffff, 0.5));
60
+
61
+ renderer.setAnimationLoop(() => renderer.render(scene, camera));
62
+ ```
63
+
64
+ ## Doc map (official)
65
+
66
+ | Docs section | Representative links |
67
+ |--------------|----------------------|
68
+ | Manual (getting started) | https://threejs.org/manual/ |
69
+ | Docs index | https://threejs.org/docs/ |
70
+ | Package / install context | https://www.npmjs.com/package/three |
71
+
72
+ ## Scope
73
+
74
+ - **In scope:** npm/install, bundlers, import maps, TypeScript basics for three, addon import paths, minimal verification snippet.
75
+ - **Out of scope:** WebGL theory, full render target or post stack (threejs-renderers, threejs-postprocessing), physics, deployment beyond "build runs".
76
+
77
+ ## Common pitfalls and best practices
78
+
79
+ - Mixing multiple `three` copies in one page breaks singletons; dedupe with bundler aliases.
80
+ - Importing addons from deep `node_modules/.../examples/jsm` paths is fragile; prefer package exports `three/addons/...` when available.
81
+ - Always match **r152+** style color management docs when giving snippet defaults (output color space)—point to threejs-renderers/textures for details.
82
+ - SSR frameworks need dynamic import or client-only components for WebGL context.
83
+
84
+ ## Documentation and version
85
+
86
+ Toolchain and import paths follow the **three** npm package version the user installs. The [Manual](https://threejs.org/manual/) and [docs](https://threejs.org/docs/) are updated with the library; addon paths (`three/addons/...`) must match the package layout for that release—when in doubt, cite the version number and the exact import line from the current docs.
87
+
88
+ ## Agent response checklist
89
+
90
+ When answering under this skill, prefer responses that:
91
+
92
+ 1. Name the bundler or runtime (Vite, Webpack, bare ESM, `importmap`) and the intended `three` version.
93
+ 2. Link https://threejs.org/manual/ and/or https://threejs.org/docs/ for authoritative setup context.
94
+ 3. Distinguish **threejs-dev-setup** (resolution) from **threejs-renderers** (runtime API) failures.
95
+ 4. Never assume global script tags unless the user explicitly uses CDN/no-bundler HTML.
96
+ 5. Recommend deduplicating `three` in `package.json` / lockfile when duplicate singleton issues appear.
97
+
98
+ ## Keywords
99
+
100
+ **English:** three.js, vite, webpack, rollup, import map, typescript, npm, three/addons, examples jsm, module resolution, scaffold
101
+
102
+ **中文:** three.js 安装、构建、importmap、模块解析、three/addons、脚手架、Vite、Webpack
@@ -0,0 +1,24 @@
1
+ # Workflow: minimal scaffold (toolchain check)
2
+
3
+ Use after `three` is installed and the bundler resolves `three` and `three/addons/...`.
4
+
5
+ ## Steps
6
+
7
+ 1. Import core and one addon (e.g. `OrbitControls`) using your bundler’s supported syntax.
8
+
9
+ ```javascript
10
+ import * as THREE from 'three';
11
+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
12
+ ```
13
+
14
+ 2. Create `WebGLRenderer`, append `domElement`, size to canvas container.
15
+
16
+ 3. Create `Scene`, `PerspectiveCamera`, add a `Mesh` with `BoxGeometry` + `MeshStandardMaterial`.
17
+
18
+ 4. Instantiate `OrbitControls(camera, renderer.domElement)` and drive `requestAnimationFrame` calling `controls.update()` then `renderer.render(scene, camera)`.
19
+
20
+ 5. If this runs without module errors, **threejs-dev-setup** is satisfied; tune color space and lighting via **threejs-renderers** and **threejs-lights**.
21
+
22
+ ## Official examples (reference only)
23
+
24
+ Browse live examples under the three.js repository `examples/`—do not paste entire files; pick patterns matching your bundler.
@@ -0,0 +1,108 @@
1
+ ---
2
+ name: threejs-geometries
3
+ description: "three.js geometry authoring: BufferGeometry, typed BufferAttribute and interleaved layouts, InstancedBufferGeometry, primitive Geometries (box/sphere/torus/etc.), ExtrudeGeometry and Shape/Path/Curve from Extras, WireframeGeometry, and addon geometries such as TextGeometry, DecalGeometry, RoundedBoxGeometry. Use when building custom buffer geometries, extruding shapes, or using primitive geometry constructors; for animation morph targets see threejs-animation; for merging buffers see BufferGeometryUtils addon."
4
+ ---
5
+
6
+ ## When to use this skill
7
+
8
+ **ALWAYS use this skill when the user mentions:**
9
+
10
+ - Building or modifying `BufferGeometry`, attributes, index buffers, draw ranges
11
+ - Instancing via `InstancedBufferAttribute` / `InstancedMesh` geometry side (**threejs-objects** for mesh wrapper)
12
+ - Extruding `Shape` along paths, `TubeGeometry`, `LatheGeometry`, `ExtrudeGeometry`
13
+ - Text or decal addon geometries
14
+
15
+ **IMPORTANT: geometries vs math**
16
+
17
+ - **threejs-geometries** = GPU-ready triangle data.
18
+ - **threejs-math** = `Box3`, `Sphere`, `Ray` tests without mesh topology.
19
+
20
+ **Trigger phrases include:**
21
+
22
+ - "BufferGeometry", "BufferAttribute", "ExtrudeGeometry", "Shape", "Curve"
23
+ - "几何体", "缓冲几何", "挤出", "文字几何"
24
+
25
+ ## How to use this skill
26
+
27
+ 1. **Choose geometry type** — prefer built-in primitives (`BoxGeometry`, `SphereGeometry`, etc.) when they fit before custom buffers.
28
+ 2. **Custom BufferGeometry** — create geometry, set `position`, `normal`, `uv`, optional `index`; compute bounding volumes for frustum culling.
29
+ 3. **Validate normals** — verify normals exist before adding to scene; missing normals break lighting silently.
30
+ 4. **Instancing** — align instanced attribute divisor/count with `InstancedMesh` patterns in **threejs-objects**.
31
+ 5. **Extrusion** — build `Shape`/`Path`, extrude or lathe per docs; consult Extras **Curve** family for path sampling.
32
+ 6. **Addon geometries** — for NURBS, text, decals, follow Addons pages; cite docs instead of copying full APIs.
33
+ 7. **Dispose** — call `geometry.dispose()` when replacing meshes to avoid GPU memory leaks.
34
+
35
+ ### Example: Custom BufferGeometry with validation
36
+
37
+ ```javascript
38
+ import * as THREE from 'three';
39
+
40
+ // Create a simple triangle with custom BufferGeometry
41
+ const geometry = new THREE.BufferGeometry();
42
+ const vertices = new Float32Array([
43
+ -1, -1, 0, 1, -1, 0, 0, 1, 0
44
+ ]);
45
+ geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
46
+ geometry.computeVertexNormals(); // Always compute normals for correct lighting
47
+
48
+ // Validate: ensure bounding sphere exists for frustum culling
49
+ geometry.computeBoundingSphere();
50
+ if (!geometry.boundingSphere) {
51
+ console.warn('Bounding sphere computation failed — check vertex data');
52
+ }
53
+
54
+ const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
55
+ const mesh = new THREE.Mesh(geometry, material);
56
+ scene.add(mesh);
57
+
58
+ // Cleanup when done
59
+ // geometry.dispose(); material.dispose();
60
+ ```
61
+
62
+ See [examples/workflow-extrude-shape.md](examples/workflow-extrude-shape.md).
63
+
64
+ ## Doc map (official)
65
+
66
+ | Docs section | Representative links |
67
+ |--------------|----------------------|
68
+ | Core | https://threejs.org/docs/BufferGeometry.html |
69
+ | Geometries | https://threejs.org/docs/BoxGeometry.html |
70
+ | Extrude | https://threejs.org/docs/ExtrudeGeometry.html |
71
+ | Shape | https://threejs.org/docs/Shape.html |
72
+
73
+ ## Scope
74
+
75
+ - **In scope:** Core geometries, buffer core, curve/shape/extrusion workflows, selected addon geometries.
76
+ - **Out of scope:** Physics collision mesh baking; full CAD import pipelines.
77
+
78
+ ## Common pitfalls and best practices
79
+
80
+ - Missing normals break lighting; compute or import consistently.
81
+ - Wrong winding order flips faces—check side/culling.
82
+ - Huge attribute counts need LOD or simplification (modifiers in addons—mention only if user asks).
83
+
84
+ ## Documentation and version
85
+
86
+ Primitives and `BufferGeometry` live under [Geometries](https://threejs.org/docs/#Geometries) and [BufferGeometry](https://threejs.org/docs/BufferGeometry.html) in [three.js docs](https://threejs.org/docs/). Curve, `Shape`, and extrusion APIs appear under **Extras** and **Geometries**—Addons **Curves** / **Geometries** document NURBS and text meshes; link those instead of copying long signatures.
87
+
88
+ ## Agent response checklist
89
+
90
+ When answering under this skill, prefer responses that:
91
+
92
+ 1. Link `BufferGeometry`, a primitive, or `ExtrudeGeometry` / `Shape` as appropriate.
93
+ 2. Point **instancing** usage to **threejs-objects** for `InstancedMesh` patterns.
94
+ 3. Point morph targets and tracks to **threejs-animation** when deformation is time-driven.
95
+ 4. Reference `BufferGeometryUtils` (Addons **Utils**) only by name + docs link when merging/splitting.
96
+ 5. Emphasize `dispose()` when replacing large custom buffers.
97
+
98
+ ## References
99
+
100
+ - https://threejs.org/docs/#Geometries
101
+ - https://threejs.org/docs/BufferGeometry.html
102
+ - https://threejs.org/docs/ExtrudeGeometry.html
103
+
104
+ ## Keywords
105
+
106
+ **English:** buffergeometry, extrude, shape, path, curve, primitives, instancing, three.js
107
+
108
+ **中文:** 几何体、BufferGeometry、挤出、Shape、曲线、实例化、three.js
@@ -0,0 +1,13 @@
1
+ # Workflow: extrude a 2D shape
2
+
3
+ ## Steps
4
+
5
+ 1. Create `THREE.Shape()` and draw with `moveTo` / `lineTo` / `quadraticCurveTo` / `bezierCurveTo` or holes via `shape.holes.push(innerShape)`.
6
+
7
+ 2. Build `ExtrudeGeometry(shape, { depth, bevelEnabled, ... })` per [ExtrudeGeometry](https://threejs.org/docs/ExtrudeGeometry.html).
8
+
9
+ 3. Center/pivot by wrapping in `Object3D` or translating geometry once.
10
+
11
+ 4. Assign `MeshStandardMaterial` (**threejs-materials**) and add lights (**threejs-lights**).
12
+
13
+ For path-based tubes use `TubeGeometry` + `Curve` subclasses instead.