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Creative

threejs-scenes

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When to use this skill

ALWAYS use this skill when the user mentions:

  • Scene as root, scene.background, environment or skyball setup at scene level
  • Fog or FogExp2 parameters (near, far, color, density) and interaction with camera far plane
  • Organizing render lists conceptually (children of scene)

IMPORTANT: scenes vs textures vs loaders

| Concern | Skill | |---------|--------| | Scene + fog API | threejs-scenes | | Texture sampling, PMREM generator usage | threejs-textures | | Fetching HDR/glTF | threejs-loaders |

Trigger phrases include:

  • "Scene", "Fog", "FogExp2", "background", "雾"
  • "场景根节点", "线性雾", "指数雾"

How to use this skill

  1. Instantiate Scene and add lights/meshes/cameras as children per graph rules (threejs-objects).
  2. Choose fog: linear Fog vs exponential FogExp2 for outdoor/horizon feel.
  3. Tune fog near/far alongside camera far to avoid clipping artifacts.
  4. Set scene.background to Color, Texture, or cube map per docs; env lighting still needs matching renderer/material settings.
  5. When user wants IBL from HDR file, point to loaders → textures → materials pipeline explicitly.
  6. Document that fog does not replace frustum culling for performance.

See examples/workflow-fog-background.md.

Doc map (official)

| Docs section | Representative links | |--------------|----------------------| | Scenes | https://threejs.org/docs/#Scenes | | Scenes | https://threejs.org/docs/Scene.html | | Fog | https://threejs.org/docs/Fog.html | | FogExp2 | https://threejs.org/docs/FogExp2.html |

Scope

  • In scope: Scene, fog types, background field semantics at API level.
  • Out of scope: HDR / glTF file fetch (threejs-loaders); PMREM and texture sampling (threejs-textures); tone mapping / output color space defaults (threejs-renderers); full-screen fog-only post stack (threejs-postprocessing) unless tying to scene Fog; custom atmospheric scattering shaders beyond core fog API.

Common pitfalls and best practices

  • Fog color should harmonize with background to hide the horizon seam.
  • Very large far on camera with fog still needs scene scale consistency.
  • background rotation/intensity features depend on renderer version—cite current docs.

Documentation and version

Scene, Fog, and background fields are documented under Scenes in three.js docs. Environment-related visuals often combine this skill with threejs-textures (PMREM) and threejs-loaders (HDR files)—link those pages when the user moves from “fog color” to “HDR sky”.

Agent response checklist

When answering under this skill, prefer responses that:

  1. Link Scene, Fog, or FogExp2 official pages.
  2. Relate fog distances to threejs-camera far plane and world scale.
  3. Defer PMREM/HDR file steps to threejs-textures / threejs-loaders with one sentence each.
  4. Avoid duplicating full color-management tutorials—point to renderer + textures skills.

References

  • https://threejs.org/docs/Scene.html
  • https://threejs.org/docs/Fog.html
  • https://threejs.org/docs/FogExp2.html

Keywords

English: scene, fog, fogexp2, background, environment, three.js

中文: 场景、雾、Fog、背景、环境、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

  • 不相关的技术栈或框架
  • 需要完全自定义的特殊场景

常见陷阱 (Gotchas)

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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。