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Agent Skill · 前端设计

threejs-builder(Three.js 构建器)

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

threejs-builder 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证为 MIT,暂无第三方扫描结果,按安装量在前端设计类的 10,216 个 Skill 里排第 8,797。

总安装 259周安装 11GitHub Stars 公开资料未说明下载 91核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:threejs-builder(Three.js 构建器)
来源仓库:https://github.com/cesaraugustusgrob/shinobi-way-the-inifinite-tower
仓库路径:skills/threejs-builder
安装命令:
npx skills add https://github.com/cesaraugustusgrob/shinobi-way-the-inifinite-tower --skill threejs-builder
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/cesaraugustusgrob/shinobi-way-the-inifinite-tower --skill threejs-builder

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

用于辅助前端页面、组件、样式和交互逻辑的开发与维护,适合在 React、Next.js、Vue 等项目中使用。可生成或审查前端代码,整理组件结构,并协助定位布局和性能问题。使用时需结合项目现有设计系统和路由配置,避免生成孤立片段。涉及页面改动时应配合本地预览和构建检查确认视觉效果。

建议在安装前确认权限范围和维护状态,避免不必要的文件写入或网络请求。

来源仓库内路径:skills/threejs-builder

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/cesaraugustusgrob/shinobi-way-the-inifinite-to…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

threejs-builder 怎么安装?

在终端执行 npx skills add https://github.com/cesaraugustusgrob/shinobi-way-the-inifinite-tower --skil…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

threejs-builder 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

threejs-builder 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

threejs-builder 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

threejs-builder 用的人多吗?

公开数据是累计安装 259 次,近一周安装 11 次,下载 91 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

threejs-builder 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
threejs-builder

Three.js 构建器 · 本页

259—需要联网MIT未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Three.js Builder

A focused skill for creating simple, performant Three.js web applications using modern ES module patterns.

Philosophy: The Scene Graph Mental Model

Three.js is built on the scene graph—a hierarchical tree of objects where parent transformations affect children. Understanding this mental model is key to effective 3D web development.

Before creating a Three.js app, ask:

  • What is the core visual element? (geometry, shape, model)
  • What interaction does the user need? (none, orbit controls, custom input)
  • What performance constraints exist? (mobile, desktop, WebGL capabilities)
  • What animation brings it to life? (rotation, movement, transitions)

Core principles:

  1. Scene Graph First: Everything added to scene renders. Use Group for hierarchical transforms.
  2. Primitives as Building Blocks: Built-in geometries (Box, Sphere, Torus) cover 80% of simple use cases.
  3. Animation as Transformation: Change position/rotation/scale over time using requestAnimationFrame or renderer.setAnimationLoop.
  4. Performance Through Simplicity: Fewer objects, fewer draw calls, reusable geometries/materials.

Quick Start: Essential Setup

Minimal HTML Template

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Three.js App</title>
    <style>
        * { margin: 0; padding: 0; box-sizing: border-box; }
        body { overflow: hidden; background: #000; }
        canvas { display: block; }
    </style>
</head>
<body>
    <script type="module">
        import * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';

        // Scene setup
        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);

        // Your 3D content here
        // ...

        camera.position.z = 5;

        // Animation loop
        renderer.setAnimationLoop((time) => {
            renderer.render(scene, camera);
        });

        // Handle resize
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });
    </script>
</body>
</html>

Geometries

Built-in primitives cover most simple app needs. Use BufferGeometry only for custom shapes.

Common primitives:

  • BoxGeometry(width, height, depth) - cubes, boxes
  • SphereGeometry(radius, widthSegments, heightSegments) - balls, planets
  • CylinderGeometry(radiusTop, radiusBottom, height) - tubes, cylinders
  • TorusGeometry(radius, tube) - donuts, rings
  • PlaneGeometry(width, height) - floors, walls, backgrounds
  • ConeGeometry(radius, height) - spikes, cones
  • IcosahedronGeometry(radius, detail) - low-poly spheres (detail=0)

Usage:

const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x44aa88 });
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);

Materials

Choose material based on lighting needs and visual style.

Material selection guide:

  • MeshBasicMaterial - No lighting, flat colors. Use for: UI, wireframes, unlit effects
  • MeshStandardMaterial - PBR lighting. Default for realistic surfaces
  • MeshPhysicalMaterial - Advanced PBR with clearcoat, transmission. Glass, water
  • MeshNormalMaterial - Debug, rainbow colors based on normals
  • MeshPhongMaterial - Legacy, shininess control. Faster than Standard

Common material properties:

{
    color: 0x44aa88,           // Hex color
    roughness: 0.5,            // 0=glossy, 1=matte (Standard/Physical)
    metalness: 0.0,            // 0=non-metal, 1=metal (Standard/Physical)
    emissive: 0x000000,        // Self-illumination color
    wireframe: false,          // Show edges only
    transparent: false,        // Enable transparency
    opacity: 1.0,              // 0=invisible, 1=opaque (needs transparent:true)
    side: THREE.FrontSide      // FrontSide, BackSide, DoubleSide
}

Lighting

No light = black screen (except BasicMaterial/NormalMaterial).

Light types:

  • AmbientLight(intensity) - Base illumination everywhere. Use 0.3-0.5
  • DirectionalLight(color, intensity) - Sun-like, parallel rays. Cast shadows
  • PointLight(color, intensity, distance) - Light bulb, emits in all directions
  • SpotLight(color, intensity, angle, penumbra) - Flashlight, cone of light

Typical lighting setup:

const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambientLight);

const mainLight = new THREE.DirectionalLight(0xffffff, 1);
mainLight.position.set(5, 10, 7);
scene.add(mainLight);

const fillLight = new THREE.DirectionalLight(0x88ccff, 0.5);
fillLight.position.set(-5, 0, -5);
scene.add(fillLight);

Shadows (advanced, use when needed):

renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

mainLight.castShadow = true;
mainLight.shadow.mapSize.width = 2048;
mainLight.shadow.mapSize.height = 2048;

mesh.castShadow = true;
mesh.receiveShadow = true;

Animation

Transform objects over time using the animation loop.

Animation patterns:

  1. Continuous rotation:
renderer.setAnimationLoop((time) => {
    mesh.rotation.x = time * 0.001;
    mesh.rotation.y = time * 0.0005;
    renderer.render(scene, camera);
});
  1. Wave/bobbing motion:
renderer.setAnimationLoop((time) => {
    mesh.position.y = Math.sin(time * 0.002) * 0.5;
    renderer.render(scene, camera);
});
  1. Mouse interaction:
const mouse = new THREE.Vector2();

window.addEventListener('mousemove', (event) => {
    mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
    mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
});

renderer.setAnimationLoop(() => {
    mesh.rotation.x = mouse.y * 0.5;
    mesh.rotation.y = mouse.x * 0.5;
    renderer.render(scene, camera);
});

Camera Controls

Import OrbitControls from examples for interactive camera movement:

<script type="module">
    import * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';
    import { OrbitControls } from 'https://unpkg.com/three@0.160.0/examples/jsm/controls/OrbitControls.js';

    // ... scene setup ...

    const controls = new OrbitControls(camera, renderer.domElement);
    controls.enableDamping = true;
    controls.dampingFactor = 0.05;

    renderer.setAnimationLoop(() => {
        controls.update();
        renderer.render(scene, camera);
    });
</script>

Common Scene Patterns

Rotating Cube (Hello World)

const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff88 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

renderer.setAnimationLoop((time) => {
    cube.rotation.x = time * 0.001;
    cube.rotation.y = time * 0.001;
    renderer.render(scene, camera);
});

Floating Particle Field

const particleCount = 1000;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);

for (let i = 0; i < particleCount * 3; i += 3) {
    positions[i] = (Math.random() - 0.5) * 50;
    positions[i + 1] = (Math.random() - 0.5) * 50;
    positions[i + 2] = (Math.random() - 0.5) * 50;
}

geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const material = new THREE.PointsMaterial({ color: 0xffffff, size: 0.1 });
const particles = new THREE.Points(geometry, material);
scene.add(particles);

Animated Background with Foreground Object

// Background grid
const gridHelper = new THREE.GridHelper(50, 50, 0x444444, 0x222222);
scene.add(gridHelper);

// Foreground object
const mainGeometry = new THREE.IcosahedronGeometry(1, 0);
const mainMaterial = new THREE.MeshStandardMaterial({
    color: 0xff6600,
    flatShading: true
});
const mainMesh = new THREE.Mesh(mainGeometry, mainMaterial);
scene.add(mainMesh);

Colors

Three.js uses hexadecimal color format: 0xRRGGBB

Common hex colors:

  • Black: 0x000000, White: 0xffffff
  • Red: 0xff0000, Green: 0x00ff00, Blue: 0x0000ff
  • Cyan: 0x00ffff, Magenta: 0xff00ff, Yellow: 0xffff00
  • Orange: 0xff8800, Purple: 0x8800ff, Pink: 0xff0088

Anti-Patterns to Avoid

Basic Setup Mistakes

❌ Not importing OrbitControls from correct path Why bad: Controls won't load, THREE.OrbitControls is undefined in modern Three.js Better: Use import {OrbitControls} from 'three/addons/controls/OrbitControls.js' or unpkg examples/jsm path

❌ Forgetting to add object to scene Why bad: Object won't render, silent failure Better: Always call scene.add(object) after creating meshes/lights

❌ Using old requestAnimationFrame pattern instead of setAnimationLoop Why bad: More verbose, doesn't handle XR/WebXR automatically Better: renderer.setAnimationLoop((time) => {...})

Performance Issues

❌ Creating new geometries in animation loop Why bad: Massive memory allocation, frame rate collapse Better: Create geometry once, reuse it. Transform only position/rotation/scale

❌ Using too many segments on primitives Why bad: Unnecessary vertices, GPU overhead Better: Default segments are usually fine. SphereGeometry(1, 32, 16) not SphereGeometry(1, 128, 64)

❌ Not setting pixelRatio cap Why bad: 4K/5K displays run at full resolution, poor performance Better: Math.min(window.devicePixelRatio, 2)

Code Organization

❌ Everything in one giant function Why bad: Hard to modify, hard to debug Better: Separate setup into functions: createScene(), createLights(), createMeshes()

❌ Hardcoding all values Why bad: Difficult to tweak and experiment Better: Define constants at top: const CONFIG = {color: 0x00ff88, speed: 0.001}


Variation Guidance

IMPORTANT: Each Three.js app should feel unique and context-appropriate.

Vary by scenario:

  • Portfolio/showcase: Elegant, smooth animations, muted colors
  • Game/interactive: Bright colors, snappy controls, particle effects
  • Data visualization: Clean lines, grid helpers, clear labels
  • Background effect: Subtle, slow movement, dark/gradient backgrounds
  • Product viewer: Realistic lighting, PBR materials, smooth orbit

Vary visual elements:

  • Geometry choice: Not everything needs to be a cube. Explore spheres, tori, icosahedra
  • Material style: Mix flat shaded, glossy, metallic, wireframe
  • Color palettes: Use complementary, analogous, or monochromatic schemes
  • Animation style: Rotation, oscillation, wave motion, mouse tracking

Avoid converging on:

  • Default green cube as first example every time
  • Same camera angle (front-facing, z=5)
  • Identical lighting setup (always directional light at 1,1,1)

Remember

Three.js is a tool for interactive 3D on the web.

Effective Three.js apps:

  • Start with the scene graph mental model
  • Use primitives as building blocks
  • Keep animations simple and performant
  • Vary visual style based on purpose
  • Import from modern ES module paths

Modern Three.js (r150+) uses ES modules from three package or CDN. CommonJS patterns and global THREE variable are legacy.

For advanced topics (GLTF models, shaders, post-processing), see references/advanced-topics.md.

Claude is capable of creating elegant, performant 3D web experiences. These patterns guide the way—they don't limit the result.

平台分布

trae

27.83%
按下载量换算25

Gemini CLI

20.54%
按下载量换算19

OpenCode

18.21%
按下载量换算17

Antigravity

13.38%
按下载量换算12

Claude Code

8.32%
按下载量换算8

github-copilot

3.56%
按下载量换算3

安全审计

暂无安全审计结果可展示。

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

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