threejs-core-math

Document Three.js 3D math operations for Vector3, Matrix4, Quaternion, and Euler.

2|Updated Apr 12, 2026
One-click install
npx skills add https://github.com/adryanmoldokkr32-pixel/threejs-skill-package --skill threejs-core-math-adryanmoldokkr32-pixel
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-core-math
Source: https://github.com/adryanmoldokkr32-pixel/threejs-skill-package/tree/main/skills/source/threejs-core/threejs-core-math
Command: npx skills add https://github.com/adryanmoldokkr32-pixel/threejs-skill-package --skill threejs-core-math-adryanmoldokkr32-pixel

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires three, and includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill provides comprehensive guidance and tools for working with 3D math in Three.js, addressing common pitfalls such as vector mutation, rotation order, and coordinate system misunderstandings.

Core Features & Use Cases

  • 3D Math Operations: Covers Vector3, Matrix4, Quaternion, Euler, Color, and MathUtils classes.
  • Coordinate Systems: Explains Three.js coordinate system conventions and conversions from common formats.
  • Anti-Patterns: Identifies and corrects common mistakes in Three.js math usage.
  • Examples: Provides code snippets for various math operations like vector addition, matrix transformations, quaternion rotation, and color manipulation.
  • Use Case: Ideal for developers looking to improve their understanding of 3D math in the context of Three.js, ensuring more accurate and efficient rendering and physics interactions.

Quick Start

To use the threejs-core-math skill, simply ensure you have Three.js r160+ installed. The skill includes a detailed reference and examples that cover a wide range of 3D math topics.

Frequently Asked Questions about threejs-core-math

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I prevent vector mutation issues during Three.js math operations?

To prevent vector mutation issues in Three.js math operations, use non-mutating methods like clone() before applying transformations. This Skill identifies common mutation anti-patterns and provides corrected code snippets for Vector3 and Matrix4 workflows to ensure accurate rendering.

What is the correct rotation order for Euler and Quaternion transformations in Three.js?

The correct rotation order for Euler and Quaternion transformations in Three.js depends on your coordinate system conventions. This Skill explains rotation order pitfalls and provides reference examples for accurate 3D math operations using Three.js r160+.

Do I need Three.js r160 or higher to use 3D math operations and MathUtils?

Yes, you need Three.js r160 or higher to properly execute 3D math operations and MathUtils. This Skill requires r160+ for correct functionality across Vector3, Matrix4, Quaternion, Euler, and Color manipulations.

How do I convert between different coordinate systems in Three.js?

To convert between different coordinate systems in Three.js, apply specific Matrix4 transformations based on your target format. This Skill explains Three.js coordinate conventions and provides conversion guidance from common 3D formats.

What are common Three.js math pitfalls when working with Matrix4 and Color manipulations?

Common Three.js math pitfalls include vector mutation, incorrect rotation order, and coordinate system misunderstandings during Matrix4 and Color manipulations. This Skill identifies these anti-patterns and provides corrected code snippets.

Can I use this Skill for 3D math operations in physics interactions and rendering?

Yes, you can use this Skill for 3D math operations in physics interactions and rendering. It provides comprehensive tools and documentation for Vector3, Matrix4, and Quaternion operations to ensure accurate and efficient 3D calculations.