threejs-r3f
Three.js and React Three Fiber sub-skill - 3D scenes, shaders, postprocessing.
git clone --depth 1 https://github.com/AThevon/genjutsu /tmp/threejs-r3f && cp -r /tmp/threejs-r3f/skills/_jutsu/threejs-r3f ~/.claude/skills/threejs-r3fSKILL.md
# Three.js & React Three Fiber
> 3D on the web. Three.js is the engine, R3F is the React renderer.
> Concise rules here. Deep-dive in `references/`.
---
## When to Use What
| Need | Tool | Why |
|---|---|---|
| Full 3D scene (models, lights, physics) | R3F + drei | Declarative, React-friendly, ecosystem |
| Vanilla 3D (no React) | Three.js direct | Lighter, no React overhead |
| Simple 3D transforms on UI | CSS `transform3d` | GPU-composited, no WebGL context |
| 2D particles / generative | Canvas 2D | Simpler API, less GPU overhead |
| Shader-only visuals (no scene graph) | Raw WebGL / ShaderMaterial | Maximum control, minimal abstraction |
---
## Scene Setup Patterns
```tsx
import { Canvas } from '@react-three/fiber'
import { Environment, OrbitControls } from '@react-three/drei'
import { Suspense } from 'react'
<Canvas camera={{ position: [0, 2, 5], fov: 45 }} dpr={[1, 2]} gl={{ antialias: true }}>
<Suspense fallback={null}>
<Environment preset="studio" />
<OrbitControls makeDefault />
<Scene />
</Suspense>
</Canvas>
```
**Rules:**
- Always wrap scene content in `<Suspense>` -- loaders (GLTF, textures, HDRI) need it
- Set `dpr={[1, 2]}` to clamp pixel ratio (Retina without melting GPUs)
- Keep the Canvas parent component minimal -- re-renders propagate into the scene
---
## R3F Hooks
| Hook | Purpose | Gotcha |
|---|---|---|
| `useFrame((state, delta) => {})` | Per-frame logic (animation, physics) | Never setState inside |
| `useThree()` | Access gl, scene, camera, size, viewport, pointer | Destructure only what you need |
| `useLoader(TextureLoader, url)` | Load any Three.js resource | Wrap parent in Suspense |
| `useGraph(scene)` | Extract nodes/materials from loaded scene | Useful after useGLTF |
### useFrame Tips
```tsx
useFrame((state, delta) => {
// Use delta for framerate-independent animation
meshRef.current.rotation.y += delta * 0.5
// Access clock for time-based effects
material.uniforms.uTime.value = state.clock.elapsedTime
})
```
---
## Drei Essentials
| Component | Use Case |
|---|---|
| `Environment` | HDRI lighting (presets: studio, sunset, city, forest, dawn) |
| `Float` | Idle floating animation (speed, rotationIntensity, floatIntensity) |
| `Text3D` | Extruded 3D text (needs JSON font from Facetype.js) |
| `useGLTF` | Load .glb/.gltf models (returns { nodes, materials, scene }) |
| `useGLTF.preload(url)` | Preload model before component mounts |
| `MeshTransmissionMaterial` | Glass/crystal/liquid refraction effects |
| `PresentationControls` | Drag-to-rotate for product showcases |
| `Center` | Auto-center any group of meshes |
| `Detailed` | LOD -- swap geometry by camera distance |
| `useTexture` | Load textures with Suspense support |
| `Instances` | Declarative instancing for repeated meshes |
---
## Postprocessing
```tsx
import { EffectComposer, Bloom, ChromaticAberration } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'
<EffectComposer>
<Bloom
luminanceThreshold={1}
luminanceSmoothing={0.4}
intensity={0.6}
/>
<ChromaticAberration
blendFunction={BlendFunction.NORMAL}
offset={[0.002, 0.002]}
/>
</EffectComposer>
```
**Rules:**
- Bloom is selective by default -- lift material color/emissive above 1.0 to make it glow
- `luminanceThreshold={1}` = nothing glows unless explicitly emissive
- Order matters inside EffectComposer
- Effects are merged into a single pass (performant by design)
---
## Performance Patterns
| Pattern | When |
|---|---|
| `<Instances>` / `InstancedMesh` | 100+ identical meshes (particles, trees, crowds) |
| `<Detailed distances={[0, 50, 100]}>` | LOD: swap hi/lo models by distance |
| `dispose={null}` on `<primitive>` | Prevent auto-dispose when reusing shared geometry |
| `useGLTF` + Draco | Compress .glb models (70-90% size reduction) |
| `useTexture` + KTX2 | Compressed GPU textures (1/4 VRAM) |
| `frameloop="demand"` on Canvas | Only render when something changes (static scenes) |
| `invalidate()` from useThree | Trigger a render in demand mode |
| Offscreen canvas (`<Canvas eventSource={...}>`) | Run rendering off main thread |
**Target metrics:** < 100 draw calls, < 1M triangles, 60fps on mid-range GPU.
Use `stats-gl` or `r3f-perf` to monitor.
---
## Do Not
### 1. Never setState in useFrame
Causes full React re-render 60x/second. Mutate refs directly.
```tsx
// BAD
useFrame(() => {
setRotation(prev => prev + 0.01) // React re-render every frame
})
// GOOD
useFrame((_, delta) => {
meshRef.current.rotation.y += delta * 0.5 // Direct mutation, zero re-renders
})
```
### 2. Never allocate in the render loop
`new Vector3()` per frame = GC spikes = stutter.
```tsx
// BAD
useFrame((state) => {
const target = new THREE.Vector3(0, Math.sin(state.clock.elapsedTime), 0)
meshRef.current.position.copy(target)
})
// GOOD
const _target = useMemo(() => new THREE.Vector3(), [])
useFrame((state) => {
_target.set(0, Math.sin(state.clock.elapsedTime), 0)
meshRef.current.position.copy(_target)
})
```
### 3. Never forget dispose (memory leak)
Three.js textures, geometries, and materials live on the GPU. Unmounting a React component does NOT free them.
```tsx
// BAD -- texture stays in VRAM after unmount
const texture = useLoader(TextureLoader, '/big-texture.jpg')
// GOOD -- R3F auto-disposes when using JSX primitives
// For manual resources, dispose in cleanup:
useEffect(() => {
return () => {
texture.dispose()
geometry.dispose()
material.dispose()
}
}, [])
```
### 4. Never re-render the Canvas parent
State changes in the parent force the entire Canvas to remount = flash, lost state, reloaded assets.
```tsx
// BAD
function App() {
const [uiState, setUiState] = useState(false) // re-renders remount Canvas
return (
<>
<button onClick={() => setUiState(!uiState)}>Toggle</button>
<Canvas><Scene config={uiState} /></Canvas>
</>
)
}
// GOOD -- isolate Canvas in its own component
functiAlgorithmic and generative art with Canvas 2D - particles, flow fields, noise, fractals, L-systems.
Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects.
Jetpack Compose animation foundations - animate*AsState, AnimatedVisibility, Crossfade, updateTransition, SharedTransitionLayout, gestures.
Compose Multiplatform / KMP patterns - expect/actual composables, platform-specific code, density and font handling cross-target, iOS/Android/Desktop interop.
Zero-dependency animations and visual techniques - scroll-driven, View Transitions, @starting-style, modern CSS.
Design audit checklist - motion gaps, accessibility, color consistency, responsive, performance.
Desktop-specific UX principles - hover states, pointer precision, keyboard shortcuts, multi-window, focus management. Covers macOS, Windows, Linux, web desktop.
Framer Motion / Motion sub-skill - AnimatePresence, layout animations, gestures, motion values.