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Agent Skill · 前端设计

threejs-pro(Three.js 专业版)

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-pro 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,权限为操作浏览器;许可证为 MIT,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 1,665。

总安装 4,412周安装 182GitHub Stars 76下载 1,441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-pro(Three.js 专业版)
来源仓库:https://github.com/404kidwiz/claude-supercode-skills
仓库路径:skills/threejs-pro
安装命令:
npx skills add https://github.com/404kidwiz/claude-supercode-skills --skill threejs-pro
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/404kidwiz/claude-supercode-skills --skill threejs-pro

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-pro

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/404kidwiz/claude-supercode-skills --skill thre…;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

    它需要操作浏览器,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-pro 怎么安装?

在终端执行 npx skills add https://github.com/404kidwiz/claude-supercode-skills --skill threejs-pro。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

threejs-pro 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-pro 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

threejs-pro 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-pro 用的人多吗?

公开数据是累计安装 4,412 次,近一周安装 182 次,下载 1,441 次,GitHub 76 星。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-pro 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

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。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 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。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 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-pro

Three.js 专业版 · 本页

4,41276操作浏览器MIT通过

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 & WebGL Developer

Purpose

Provides 3D web graphics expertise specializing in Three.js, React Three Fiber (R3F), and custom GLSL shader development. Creates immersive 3D experiences for the web with performance optimization and declarative scene management.

When to Use

  • Building 3D product configurators or landing pages
  • Implementing custom shaders (GLSL) for visual effects
  • Optimizing 3D scenes (Draco compression, texture resizing)
  • Developing React Three Fiber (R3F) applications
  • Integrating physics (Rapier/Cannon) into web scenes
  • Debugging WebGL performance issues (Draw calls, memory leaks)

Examples

Example 1: 3D Product Configurator

Scenario: Building an interactive product configurator for a furniture retailer.

Implementation:

  1. Created R3F component for 3D product display
  2. Implemented texture/material swapping system
  3. Added camera controls and lighting setup
  4. Optimized 3D model with Draco compression
  5. Added accessibility alternatives for non-3D users

Results:

  • 40% increase in conversion rate
  • Average session duration increased 2x
  • Load time under 2 seconds
  • Works on mobile devices

Example 2: Custom Shader Effects

Scenario: Creating immersive visual effects for a gaming landing page.

Implementation:

  1. Wrote custom GLSL vertex and fragment shaders
  2. Implemented post-processing effects (bloom, DOF)
  3. Added interactive elements responding to user input
  4. Optimized shader performance for real-time rendering
  5. Created fallback for WebGL-incapable devices

Results:

  • Stunning visual experience with 60fps
  • Viral marketing campaign success
  • Industry recognition for visual design
  • Maintained performance on mid-tier devices

Example 3: E-Commerce 3D Integration

Scenario: Integrating Three.js into existing React e-commerce site.

Implementation:

  1. Created isolated 3D canvas component
  2. Implemented lazy loading for 3D content
  3. Added proper state management between React and Three.js
  4. Implemented proper cleanup on component unmount
  5. Added error boundaries and fallback content

Results:

  • Zero impact on existing page performance
  • Improved SEO with proper lazy loading
  • Graceful degradation for unsupported browsers
  • Clean codebase following React patterns

Best Practices

Performance Optimization

  • Geometry Merging: Reduce draw calls with merged geometries
  • Texture Optimization: Use compressed formats, proper sizing
  • Dispose Properly: Clean up geometries and materials
  • Level of Detail: Use LOD for distant objects

React Three Fiber

  • Declarative: Use R3F component tree, not imperative code
  • Hooks: Use useFrame, useThree, useLoader properly
  • State Management: Use Zustand for global 3D state
  • Components: Break scene into reusable components

Shaders and Effects

  • Custom Shaders: Use when built-ins aren't enough
  • Post-Processing: Add effects without performance cost
  • Optimization: Profile shader performance
  • Fallbacks: Provide alternatives for low-end devices

Development Workflow

  • Hot Reload: Use HMR for rapid iteration
  • Debug Tools: Use drei's helpers and controls
  • Accessibility: Provide alternatives for 3D content
  • Testing: Test on multiple devices and browsers


2. Decision Framework

Tech Stack Selection

What is the project scope?
│
├─ **React Integration?**
│  ├─ Yes → **React Three Fiber (R3F)** (Recommended for 90% of web apps)
│  └─ No → **Vanilla Three.js**
│
├─ **Performance Critical?**
│  ├─ Massive Object Count? → **InstancedMesh**
│  ├─ Complex Physics? → **Rapier (WASM)**
│  └─ Post-Processing? → **EffectComposer / R3F Postprocessing**
│
└─ **Visual Style?**
   ├─ Realistic? → **PBR Materials + HDR Lighting**
   ├─ Cartoon? → **Toon Shader / Outline Pass**
   └─ Abstract? → **Custom GLSL Shaders**

Optimization Checklist (The 60FPS Rule)

  1. Geometry: Use Draco or Meshopt compression.
  2. Textures: Use .webp or .ktx2. Max size 2048x2048.
  3. Lighting: Bake lighting where possible. Max 1-2 real-time shadows.
  4. Draw Calls: Merge geometries or use Instancing.
  5. Render Loop: Avoid object creation in the useFrame loop.

Red Flags → Escalate to graphics-engineer:

  • Requirement for Ray Tracing in browser (WebGPU experimental)
  • Custom render pipelines beyond standard Three.js capabilities
  • Low-level WebGL API calls needed directly


3. Core Workflows

Workflow 1: React Three Fiber (R3F) Setup

Goal: A spinning cube with shadows and orbit controls.

Steps:

  1. Setup npm install three @types/three @react-three/fiber @react-three/drei
  2. Scene Component (Scene.tsx) import {Canvas} from '@react-three/fiber'; import {OrbitControls, Stage} from '@react-three/drei'; export default function Scene() {return (<Canvas shadows camera={{position: [0, 0, 5]}}> <color attach="background" args={['#101010']} /> <ambientLight intensity={0.5} /> <spotLight position={[10, 10, 10]} angle={0.15} penumbra={1} castShadow /> <mesh castShadow receiveShadow rotation={[0, 1, 0]}> <boxGeometry args={[1, 1, 1]} /> <meshStandardMaterial color="orange" /> </mesh> <OrbitControls /> </Canvas>);}


Workflow 3: Model Loading & Optimization

Goal: Load a heavy GLTF model efficiently.

Steps:

  1. Compression

- Use gltf-pipeline or gltf-transform. - gltf-transform optimize input.glb output.glb --compress draco.

  1. Loading (R3F) import {useGLTF} from '@react-three/drei'; export function Model(props) {const {nodes, materials} = useGLTF('/optimized-model.glb'); return (<group {...props} dispose={null}> <mesh geometry={nodes.Cube.geometry} material={materials.Metal} /> </group>);} useGLTF.preload('/optimized-model.glb');


5. Anti-Patterns & Gotchas

❌ Anti-Pattern 1: Creating Objects in Loop

What it looks like:

  • useFrame(() => {new THREE.Vector3(...)})

Why it fails:

  • Garbage Collection (GC) stutter.
  • 60fps requires 16ms/frame. Allocating memory kills performance.

Correct approach:

  • Reuse global/module-level variables.
  • const vec = new THREE.Vector3(); useFrame(() => vec.set(...))

❌ Anti-Pattern 2: Huge Textures

What it looks like:

  • Loading 4k .png textures (10MB each) for a background object.

Why it fails:

  • Slow load time.
  • GPU memory exhaustion (mobile crash).

Correct approach:

  • Use 1k or 2k textures.
  • Use .jpg for color maps, .png only if alpha needed.
  • Use Basis/KTX2 for GPU compression.

❌ Anti-Pattern 3: Too Many Lights

What it looks like:

  • 50 dynamic PointLights.

Why it fails:

  • Forward rendering creates exponential shader complexity.

Correct approach:

  • Bake Lighting (Lightmaps) in Blender.
  • Use AmbientLight + 1 DirectionalLight (Sun).


7. Quality Checklist

Performance:

  • FPS: Stable 60fps on average laptop.
  • Draw Calls: < 100 ideally.
  • Memory: Geometries/Materials disposed when unmounted.

Visuals:

  • Shadows: Soft shadows configured (ContactShadows or PCSS).
  • Antialiasing: Enabled (default in R3F) or SMAA via post-proc.
  • Responsiveness: Canvas resizes correctly on window resize.

Code:

  • Declarative: Used R3F component tree, not imperative scene.add().
  • Optimization: useMemo used for expensive calculations.

Anti-Patterns

Performance Anti-Patterns

  • Excessive Draw Calls: Too many separate geometries - merge geometries when possible
  • Memory Leaks: Not disposing geometries/materials - always clean up in useEffect cleanup
  • Unoptimized Textures: Large texture files - compress and use appropriate formats
  • Heavy Calculations: Blocking main thread - offload to web workers

Architecture Anti-Patterns

  • Imperative Code: Using imperative Three.js in React - use declarative R3F patterns
  • Prop Drilling: Passing props through many levels - use context and stores
  • State Sprawl: Scattered state management - use centralized state (Zustand)
  • Component Bloat: Large single components - break into focused components

3D Modeling Anti-Patterns

  • High Poly Models: Unoptimized model geometry - use LOD and decimation
  • Mismatched Scales: Inconsistent scale units - normalize model scales
  • Missing Colliders: No collision geometry - add invisible colliders for interactions
  • Improper Lighting: Too many lights - use baked lighting and light probes

Development Anti-Patterns

  • No Progressive Loading: Large scenes loading slowly - implement loading states
  • Missing Fallbacks: No graceful degradation - provide fallback experiences
  • Accessibility Ignored: 3D content not accessible - add alternative content
  • No Performance Budget: No performance targets - establish and monitor budgets

平台分布

Claude Code

29.27%
按下载量换算422

OpenCode

24.09%
按下载量换算347

Codex

18.19%
按下载量换算262

Gemini CLI

13.78%
按下载量换算199

Antigravity

9.26%
按下载量换算133

Cursor

3.94%
按下载量换算57

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

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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