From partme-ai-full-stack-skills
Supports three.js math library: Vector2/3/4, Matrix3/4, Quaternion, Box3, Ray, Frustum for 3D transforms, intersection tests, and spatial queries.
npx claudepluginhub partme-ai/full-stack-skills --plugin t2ui-skillsThis skill uses the workspace's default tool permissions.
**ALWAYS use this skill when the user mentions:**
Creates isolated Git worktrees for feature branches with prioritized directory selection, gitignore safety checks, auto project setup for Node/Python/Rust/Go, and baseline verification.
Executes implementation plans in current session by dispatching fresh subagents per independent task, with two-stage reviews: spec compliance then code quality.
Dispatches parallel agents to independently tackle 2+ tasks like separate test failures or subsystems without shared state or dependencies.
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.import * as THREE from 'three';
const ray = new THREE.Ray(
new THREE.Vector3(0, 1, 0), // origin
new THREE.Vector3(0, 0, -1) // direction
);
const box = new THREE.Box3(
new THREE.Vector3(-1, -1, -5),
new THREE.Vector3(1, 1, -3)
);
const hit = ray.intersectBox(box, new THREE.Vector3());
if (hit) {
console.log('Intersection at:', hit);
}
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