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Found 4 Skills
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
One-writer camera rigs for Three.js WebGPU. Use for bounds-derived perspective or orthographic framing; control and cinematic handoffs; temporal jitter and reset ownership; or camera-relative large-world coordinates.
WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.