When to use this skill
ALWAYS use this skill when the user mentions:
- Visualizing axes, grids, camera frusta, shadow cameras, light directions
- Showing skeleton bones, bounding boxes, normals/tangents for mesh inspection
- Light probe or rect area visualization via helper classes
IMPORTANT: helpers vs production meshes
- Helpers are debug objects; do not use as final scene geometry.
Trigger phrases include:
- "AxesHelper", "GridHelper", "CameraHelper", "SkeletonHelper", "VertexNormalsHelper"
- "辅助线", "法线显示", "包围盒调试"
How to use this skill
- Attach helper to the object it describes (e.g.,
CameraHelper(light.shadow.camera)).
- Update when targets move—some helpers need per-frame refresh.
- Remove in production builds or behind debug flags.
- Performance: helpers add draw calls—disable when profiling performance issues.
- Addons: import from
three/addons/helpers/... paths per threejs-dev-setup.
See examples/workflow-light-camera-helpers.md.
Doc map (official)
| Docs section | Representative links |
|--------------|----------------------|
| Helpers | https://threejs.org/docs/AxesHelper.html |
| Helpers | https://threejs.org/docs/GridHelper.html |
| Helpers | https://threejs.org/docs/CameraHelper.html |
| Helpers | https://threejs.org/docs/SkeletonHelper.html |
Scope
- In scope: Core + Addons helpers for visualization.
- Out of scope: Production meshes or shipping art (threejs-geometries, threejs-lights); orbit/transform gizmo behavior (threejs-controls); editor UX parity with DCC tools; physics debug beyond helper stubs.
Common pitfalls and best practices
- Too many helpers obscures view—toggle per subsystem.
- Wrong attachment parent misaligns helper transforms.
- Helpers inherit scene graph transforms—parent under a debug group to batch hide/show.
- Some helpers duplicate geometry cost; strip in production or use
#ifdef DEBUG style flags.
CameraHelper for shadow cameras must reference light.shadow.camera, not the main view camera.
Documentation and version
Helpers are listed under Helpers (core) and Addons → Helpers in three.js docs. They are for debug only; production meshes and lighting should use real geometry/lights (threejs-geometries, threejs-lights).
Agent response checklist
When answering under this skill, prefer responses that:
- Link the helper class (
AxesHelper, CameraHelper, …) being used.
- State that helpers are not shipping art—strip or gate behind debug flags.
- Pair shadow/light helpers with threejs-lights tuning workflows.
- Mention performance cost when many helpers are enabled.
- Import paths follow threejs-dev-setup addon conventions.
References
- Manual (debug workflow context): https://threejs.org/manual/
- Docs index (Helpers group): https://threejs.org/docs/#Helpers
- Examples: https://threejs.org/docs/DirectionalLightHelper.html
Keywords
English: helper, debug, axes, grid, skeleton, normals, light helper, three.js
中文: 辅助、调试、坐标轴、网格、骨架、法线、Helper、three.js
能力边界
✅ 适用场景
- 当你需要使用此技能对应的技术栈时
- 当项目需要遵循最佳实践时
- 当需要快速上手或深入理解核心概念时
⚠️ 需要注意
- 复杂业务逻辑需要结合具体场景调整
- 性能优化需要根据实际数据量评估
❌ 不适用场景
常见陷阱 (Gotchas)
- 版本兼容性:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异
- 配置文件格式:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查
- 环境变量:确保所有必要的环境变量已正确设置,敏感信息不要硬编码
- 依赖冲突:多版本共存时注意依赖冲突,使用 lock 文件锁定版本
- 性能陷阱:大数据量场景下注意性能优化,避免 N+1 查询等常见问题
使用流程
Step 1: 环境准备
确保开发环境已安装必要的依赖和工具。
Step 2: 配置初始化
根据项目需求进行基础配置。
Step 3: 核心功能使用
按照示例代码实现核心功能。
Step 4: 测试验证
运行测试确保功能正常。
Step 5: 部署上线
完成开发后进行部署和监控。