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Threejs Core Scene Graph

skill-impertio-studio-three-js-claude-skill-package-threejs-core-scene-graph · by Impertio-Studio

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$ agentstack add skill-impertio-studio-three-js-claude-skill-package-threejs-core-scene-graph

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

threejs-core-scene-graph

Quick Reference

Scene Graph Hierarchy

| Class | Extends | Purpose | |-------|---------|---------| | Object3D | EventDispatcher | Base class for ALL 3D objects. Provides transform, hierarchy, traversal | | Scene | Object3D | Root container. Adds background, environment, fog, overrideMaterial | | Group | Object3D | Semantic container with no extra functionality. Use for logical grouping | | Mesh | Object3D | Geometry + Material. The primary visible object in a scene | | Camera | Object3D | View projection. ALWAYS add to scene for matrix updates | | Light | Object3D | Illumination. ALWAYS add to scene for rendering |

Object3D Core Properties

| Property | Type | Default | Description | |----------|------|---------|-------------| | position | Vector3 | (0,0,0) | Local position relative to parent | | rotation | Euler | (0,0,0,'XYZ') | Local rotation. Linked to quaternion -- modifying one ALWAYS updates the other | | quaternion | Quaternion | (0,0,0,1) | Local rotation as quaternion. Linked to rotation | | scale | Vector3 | (1,1,1) | Local scale. Non-uniform scale causes normal distortion | | visible | boolean | true | When false, object and ALL descendants are skipped during rendering | | layers | Layers | layer 0 | 32-bit bitmask for selective rendering and raycasting | | castShadow | boolean | false | Whether object casts shadows | | receiveShadow | boolean | false | Whether object receives shadows | | frustumCulled | boolean | true | Set false for skyboxes or objects that MUST always render | | renderOrder | number | 0 | Higher values render later. Use for transparency sorting | | name | string | "" | Human-readable label. Use getObjectByName() for lookup | | userData | object | {} | Custom application data dictionary |

Identity Properties

| Property | Type | Description | |----------|------|-------------| | uuid | string | Read-only RFC 4122 v4 identifier. Auto-generated | | id | number | Auto-incrementing integer. Unique per runtime session | | name | string | User-assigned. NEVER relied upon as unique identifier | | type | string | Read-only class name (e.g., "Mesh", "Group") |

Critical Warnings

NEVER modify children array directly -- ALWAYS use add(), remove(), clear(), or attach(). Direct modification breaks internal bookkeeping (parent references, event dispatch).

NEVER modify the children array during traverse() -- collect objects first, then modify after traversal completes. Adding during traversal causes unpredictable iteration.

NEVER use add() when reparenting an object that must keep its world position -- ALWAYS use attach() instead. add() preserves local transform; attach() preserves world transform.

NEVER read matrixWorld after changing position/rotation/scale in the same frame without calling updateWorldMatrix(true, false) first -- the world matrix is stale until the next render or explicit update.

NEVER store Three.js objects in userData without manual disposal -- userData is NOT automatically cleaned up by dispose().

NEVER forget to dispose textures, geometries, and materials when removing objects -- remove() and clear() only detach from the scene graph, they do NOT free GPU memory.


Hierarchy Methods

add() vs attach() -- The Critical Difference

import { Scene, Group, Mesh, BoxGeometry, MeshStandardMaterial } from 'three';

const scene = new Scene();
const groupA = new Group();
const groupB = new Group();
groupA.position.set(10, 0, 0);
groupB.position.set(0, 5, 0);
scene.add(groupA, groupB);

const mesh = new Mesh(new BoxGeometry(), new MeshStandardMaterial());
mesh.position.set(0, 0, 0);
groupA.add(mesh);
// mesh world position = (10, 0, 0) -- inherited from groupA

// WRONG: add() preserves LOCAL transform -- mesh jumps to (0, 5, 0) world
groupB.add(mesh); // auto-removes from groupA first

// CORRECT: attach() preserves WORLD transform -- mesh stays at (10, 0, 0) visually
groupA.add(mesh); // reset
groupB.attach(mesh); // mesh.position is recalculated to maintain world position

remove(), removeFromParent(), clear()

// Remove specific children
group.remove(meshA, meshB);

// Remove self from parent (safe when parent is null)
mesh.removeFromParent();

// Remove ALL children -- ALWAYS prefer over manual iteration
group.clear();

Edge case: remove() NEVER throws if the object is not a child -- it silently does nothing.


Traversal

// Depth-first traversal of ALL descendants
scene.traverse((object) => {
  if (object.isMesh) {
    object.castShadow = true;
  }
});

// Skip invisible objects and their subtrees
scene.traverseVisible((object) => {
  // only visits objects where visible === true
});

// Walk UP to root (does NOT include the starting object)
mesh.traverseAncestors((ancestor) => {
  console.log(ancestor.name);
});

// Find by name, id, or arbitrary property
const wall = scene.getObjectByName('north-wall');
const obj = scene.getObjectById(42);
const selectable = scene.getObjectByProperty('userData', { selectable: true });

Performance: All search methods are O(n). For frequent lookups, ALWAYS cache the reference.


Matrix System

Automatic Mode (Default)

The renderer calls updateMatrixWorld() on the scene before every render, which recursively:

  1. Calls updateMatrix() on each object (composes matrix from position/rotation/scale)
  2. Computes matrixWorld = parent.matrixWorld * matrix

Manual Mode (Performance Optimization)

// For static objects -- skip per-frame matrix recomputation
object.matrixAutoUpdate = false;
object.matrix.compose(position, quaternion, scale);
object.matrixWorldNeedsUpdate = true;

Reading World-Space Values Mid-Frame

import { Vector3, Quaternion } from 'three';

object.position.set(10, 0, 0);
object.updateWorldMatrix(true, false); // update parents first

const worldPos = new Vector3();
object.getWorldPosition(worldPos);

const worldQuat = new Quaternion();
object.getWorldQuaternion(worldQuat);

const worldScale = new Vector3();
object.getWorldScale(worldScale);

const worldDir = new Vector3();
object.getWorldDirection(worldDir);

Coordinate Conversion

// MUTATION WARNING: both methods modify the input vector in-place
const localPoint = new Vector3(5, 0, 0);
object.localToWorld(localPoint); // localPoint is now in world coordinates

const worldPoint = new Vector3(15, 3, 0);
object.worldToLocal(worldPoint); // worldPoint is now in object's local coordinates

Scene Class

import { Scene, Color, Fog, FogExp2, TextureLoader } from 'three';

const scene = new Scene();
scene.background = new Color(0x222222);         // solid color
scene.environment = hdrTexture;                  // IBL for all PBR materials
scene.environmentIntensity = 1.5;                // boost environment lighting
scene.environmentRotation.set(0, Math.PI, 0);   // rotate environment
scene.fog = new Fog(0xcccccc, 10, 100);         // linear fog
scene.overrideMaterial = depthMaterial;          // debug: force all objects to one material

| Property | Type | Default | Description | |----------|------|---------|-------------| | background | Color \| Texture \| CubeTexture \| null | null | Scene background | | environment | Texture \| null | null | IBL environment map for all PBR materials without own envMap | | fog | Fog \| FogExp2 \| null | null | Scene fog effect | | overrideMaterial | Material \| null | null | Forces ALL objects to use this material | | backgroundBlurriness | number | 0 | Blur for background (0-1) | | backgroundIntensity | number | 1 | Background brightness multiplier | | backgroundRotation | Euler | (0,0,0) | Background rotation | | environmentIntensity | number | 1 | Environment map brightness multiplier | | environmentRotation | Euler | (0,0,0) | Environment map rotation |


Fog

Fog (Linear Interpolation)

import { Fog } from 'three';
scene.fog = new Fog(0xffffff, 10, 200); // color, near, far

FogExp2 (Exponential Density)

import { FogExp2 } from 'three';
scene.fog = new FogExp2(0xffffff, 0.01); // color, density

Material interaction: Every material has a fog property (default: true). ShaderMaterial and RawShaderMaterial default to fog: false -- you MUST set fog: true and include fog shader chunks manually for custom shaders to respond to fog.


Group

Group extends Object3D with zero additional functionality. It exists purely as a semantic container for organizing objects:

import { Group } from 'three';

const buildingGroup = new Group();
buildingGroup.name = 'building-01';
buildingGroup.add(walls, roof, foundation);
scene.add(buildingGroup);

// Transform all children together
buildingGroup.position.set(50, 0, 0);
buildingGroup.rotation.y = Math.PI / 4;

Mesh

Mesh combines a BufferGeometry with a Material to create a visible surface:

import { Mesh, BoxGeometry, MeshStandardMaterial } from 'three';

const mesh = new Mesh(
  new BoxGeometry(1, 1, 1),
  new MeshStandardMaterial({ color: 0x00ff00 })
);

// Multi-material with geometry groups
const materials = [materialA, materialB];
geometry.addGroup(0, 36, 0);   // start, count, materialIndex
geometry.addGroup(36, 36, 1);
const multiMesh = new Mesh(geometry, materials);

// Morph targets
mesh.morphTargetInfluences[0] = 0.5; // blend between base and morph target

Layers System

A 32-bit bitmask system for selective rendering and raycasting:

import { Layers } from 'three';

// Objects are on layer 0 by default
mesh.layers.set(1);        // ONLY layer 1 (removes from layer 0)
mesh.layers.enable(2);     // add layer 2 (keep layer 1)
mesh.layers.disable(1);    // remove layer 1
mesh.layers.toggle(3);     // flip layer 3

// Camera renders only objects with overlapping layers
camera.layers.enable(1);   // camera now sees layers 0 AND 1

// Test overlap
const visible = camera.layers.test(mesh.layers); // true if any layer overlaps

Use cases:

  • Layer 0: default visible objects
  • Layer 1: helpers/gizmos (disable on production camera)
  • Layer 2: bloom-only objects (selective post-processing)
  • Layers 3-31: custom (collision groups, selection sets, LOD groups)

lookAt() Behavior Difference

// Camera: points NEGATIVE-Z toward target (looks AT the target)
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);

// Non-camera objects: points POSITIVE-Z toward target
mesh.lookAt(targetPosition);

ALWAYS call lookAt() after setting position -- it computes rotation from the current position.


Reference Links

  • [references/methods.md](references/methods.md) -- Complete Object3D, Scene, Group, Mesh, Layers API signatures
  • [references/examples.md](references/examples.md) -- Working code examples for common scene graph operations
  • [references/anti-patterns.md](references/anti-patterns.md) -- What NOT to do with scene graph management

Official Sources

  • https://threejs.org/docs/#api/en/core/Object3D
  • https://threejs.org/docs/#api/en/scenes/Scene
  • https://threejs.org/docs/#api/en/scenes/Fog
  • https://threejs.org/docs/#api/en/scenes/FogExp2
  • https://threejs.org/docs/#api/en/objects/Group
  • https://threejs.org/docs/#api/en/objects/Mesh
  • https://threejs.org/docs/#api/en/core/Layers

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.