Threejs Scene Setup

作者 gamedev-skillsd4b0e35550c5無授權條款1.3K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫11 天前更新

Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.

AI 產生的概覽

指導建立 three.js 場景:匯入映射、場景/相機/渲染器、渲染迴圈、自適應尺寸與 OrbitControls。

功能
提供建立 three.js 應用程式的說明與程式碼範例:以匯入映射將 three.js 載入為 ES 模組,建立 Scene、PerspectiveCamera 與 WebGLRenderer 三件套,加入網格,用 setAnimationLoop 與 Timer 驅動渲染迴圈,處理自適應尺寸,並加入 OrbitControls。它也列出常見問題,例如模組指定名稱無法解析、畫布全黑、檢視畫面被拉伸,並指向一份關於場景圖的參考檔案。它產出的是指引與範例程式碼,而不是檔案或指令稿。
適用情境
適用於新建 three.js 應用程式或除錯現有應用程式時,尤其是畫布空白或全黑、畫布自適應尺寸、動畫迴圈或 OrbitControls 相關的問題。它不用於載入 glTF 模型、材質與燈光或 2D 渲染,這些由其他技能涵蓋。
執行需求
不隨附指令稿,僅為說明文件。依其中的模式操作需要瀏覽器中的 JavaScript 執行環境,或 Vite、webpack 等打包工具;若透過匯入映射從 CDN 載入 three.js,還需要網路存取。

three.js Scene Setup

Create the foundation of a three.js app: module loading, the scene/camera/renderer trio, the render loop, responsive resizing, and camera controls. Patterns target r186. Read the installed three version before changing an existing project because examples and addons move across releases.

When to use

  • Use when bootstrapping a three.js scene, fixing a blank/black canvas, making the canvas responsive, setting up the animation loop, or adding OrbitControls.
  • Use when package.json depends on three and code does import * as THREE from 'three'.

When not to use: loading .gltf/.glb models or skinned animation → threejs-gltf-loading. Materials, lights, shadows, environment maps → threejs-materials-lighting. 2D rendering → pixijs-rendering.

Core workflow

  1. Load three.js as an ES module with an import map. Since r147 the bare specifier 'three' and 'three/addons/' must be mapped (in HTML or by a bundler). Addons (controls, loaders) live under three/addons/....
  2. Create the trio. A Scene (root of the graph), a PerspectiveCamera(fov, aspect, near, far) moved back from the origin, and a WebGLRenderer whose domElement is in the DOM. Set size and pixelRatio.
  3. Add a mesh. new Mesh(geometry, material) and scene.add(mesh). With a lit material you also need a light (see threejs-materials-lighting).
  4. Drive a render loop with renderer.setAnimationLoop(fn). It's the modern, WebXR-/WebGPU-safe replacement for hand-rolled requestAnimationFrame. Use a Timer for delta time (Clock is deprecated since r183).
  5. Handle resize so the camera aspect and renderer match the canvas; update camera.aspect, call updateProjectionMatrix(), and renderer.setSize(...).
  6. Add OrbitControls for orbit/pan/zoom while developing. Confirm something actually renders (a lit cube, the controls responding) before assuming success.

Patterns

1. HTML import map + module entry (no bundler)

html
<canvas id="c"></canvas><script type="importmap">{  "imports": {    "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",    "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"  }}</script><script type="module" src="./main.js"></script>

With a bundler (Vite/webpack), skip the import map and just npm i three; the same import statements resolve.

2. Scene + camera + renderer

js
// main.jsimport * as THREE from 'three';
const canvas = document.querySelector('#c');const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perfrenderer.setSize(window.innerWidth, window.innerHeight);
const scene = new THREE.Scene();scene.background = new THREE.Color(0x101018);
const camera = new THREE.PerspectiveCamera(  60,                                   // vertical field of view (degrees)  window.innerWidth / window.innerHeight, // aspect  0.1,                                  // near  100                                   // far);camera.position.set(3, 2, 5);camera.lookAt(0, 0, 0);
const cube = new THREE.Mesh(  new THREE.BoxGeometry(1, 1, 1),  new THREE.MeshNormalMaterial()        // unlit; shows orientation without a light);scene.add(cube);

3. The render loop (setAnimationLoop + Timer)

js
const timer = new THREE.Timer();        // replaces the deprecated THREE.Clock (r183+)timer.connect(document);                // optional: no huge delta after a hidden tab
renderer.setAnimationLoop((time) => {  timer.update(time);                   // call once per frame, before getDelta()  const dt = timer.getDelta();          // seconds since last frame  cube.rotation.x += dt;                // frame-rate independent  cube.rotation.y += dt * 0.7;  renderer.render(scene, camera);});// renderer.setAnimationLoop(null); // stop the loop

4. Responsive resize

js
function onResize() {  const w = window.innerWidth, h = window.innerHeight;  camera.aspect = w / h;  camera.updateProjectionMatrix();      // required after changing aspect  renderer.setSize(w, h);}window.addEventListener('resize', onResize);

5. OrbitControls (orbit / pan / zoom)

js
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const controls = new OrbitControls(camera, renderer.domElement);controls.enableDamping = true;          // inertial feelcontrols.target.set(0, 0, 0);
renderer.setAnimationLoop(() => {  controls.update();                    // needed every frame when damping is on  renderer.render(scene, camera);});

Pitfalls

  • Failed to resolve module specifier "three" → missing import map (or bundler config). Map both "three" and "three/addons/"; addon paths must end with /.
  • Black canvas, no errors → camera is at the origin (inside/behind the object), or you used a lit material (MeshStandardMaterial) with no light. Move the camera back; use MeshNormalMaterial/MeshBasicMaterial to verify geometry first.
  • Nothing animates → you never called renderer.render inside the loop, or you call setAnimationLoop but render outside it.
  • Stretched / squashed view on resize → you resized the renderer but didn't update camera.aspect + updateProjectionMatrix().
  • Blurry or jagged on HiDPI → set renderer.setPixelRatio(...); cap it (≈2) so 4K/retina screens don't tank performance.
  • OrbitControls feel dead → with enableDamping = true you must call controls.update() every frame.
  • Old tutorials use <script src="three.min.js"> → since r147 three.js ships ES modules only; use type="module" + import maps.

References

  • For coordinate conventions, the scene-graph (Group, parent/child transforms, Object3D add/remove), OrthographicCamera for 2.5D, and disposing of geometries/materials/textures to avoid leaks, read references/scene-graph.md.

Related skills

  • threejs-materials-lighting — give surfaces a lit look (lights, shadows, PBR).
  • threejs-gltf-loading — load 3D models and play their animations.
  • pixijs-rendering — 2D rendering in the browser.
  • fps-shooter — a 3D genre template that composes three.js skills.

來源與署名

來源:gamedev-skills/awesome-gamedev-agent-skills位於skills/web-engines/threejs-scene-setup提交d4b0e35

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