threejs-math
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ALWAYS use this skill when the user mentions:
applyQuaternion, lookAt, world vs local transformsBox3/Sphere, containment/intersection testsRay vs Plane vs Frustum tests (without full picking pipeline)IMPORTANT: math vs objects vs animation
| Need | Skill |
|------|--------|
| Raw math types | threejs-math |
| Raycaster + layers picking | threejs-objects |
| QuaternionKeyframeTrack playback | threejs-animation |
Trigger phrases include:
updateMatrixWorld before world-space queries (threejs-objects).Box3().setFromObject(object) for rough bounds; refine per need.ray.intersectBox, sphere.containsPoint, etc., per docs.Octree/OBB for games—cite addon pages, avoid copying full API tables here.Color conversions relate to materials/textures—cross-link.MeshSurfaceSampler for distributing points on meshes.See examples/workflow-ray-aabb.md.
| Docs section | Representative links | |--------------|----------------------| | Math | https://threejs.org/docs/Vector3.html | | Math | https://threejs.org/docs/Matrix4.html | | Math | https://threejs.org/docs/Quaternion.html | | Math | https://threejs.org/docs/Ray.html |
Core math types are listed under Math; addon utilities (Octree, OBB, …) appear under Addons → Math in three.js docs. Global also lists constants (e.g. wrapping, blending) sometimes needed alongside materials.
When answering under this skill, prefer responses that:
Vector3, Matrix4, Quaternion, …) from the docs.AnimationMixer / track math to threejs-animation when time-sampled.Raycaster picking flows to threejs-objects when interaction is the goal.English: vector, matrix, quaternion, euler, box3, sphere, ray, frustum, three.js
中文: 向量、矩阵、四元数、欧拉角、包围盒、射线、three.js
确保开发环境已安装必要的依赖和工具。
根据项目需求进行基础配置。
按照示例代码实现核心功能。
运行测试确保功能正常。
完成开发后进行部署和监控。