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linegel/threejs-complete-set-of-skill116 installs

threejs-camera-controls-and-rigs

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.

How do I install this agent skill?

npx skills add https://github.com/linegel/threejs-complete-set-of-skill --skill threejs-camera-controls-and-rigs
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides architectural guidelines and reference implementation for deterministic camera systems in Three.js WebGPU. No security issues were detected.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

Camera Controls And Rigs

A rig publishes one semantic pose, one unjittered projection, and one origin epoch per view and frame. Controls, fit solvers, authored shots, temporal jitter, and coordinate rebasing own separate state and hand off explicitly.

1. Declare owners and spaces

Assign one writer to each channel:

ChannelWriter
semantic poseactive controls, fit solver, authored shot, or external/XR owner
unjittered projectionactive framing or shot owner
transient jitterone temporal node during render
render originlarge-coordinate owner at an origin epoch
post camera dataone scene pass and its declared consumers
listeners/resources/restorationscene or view lifecycle owner

Declare units, handedness, world up, camera parent contract, and conversions between object, world/global, local tangent, camera-relative, view, clip, and screen space. Camera local forward is -Z, right +X, and up +Y. Inactive input systems emit intent; only the active semantic owner writes the camera.

Complete when: every mutable camera field, matrix, temporal resource, and listener has exactly one writer and every space crossing names its conversion.

2. Choose the framing branch

Choose from the image or measurement requirement:

RequirementArchitecture
asset inspectionbounds-fit perspective or orthographic view plus orbit controls
architectureeye/section anchors, lens shift, and constrained orbit/pan/walk
scientific viewreproducible pose, axes/units, and projection selected by measurement semantics
geospatial scalelocal tangent frame plus rebased or high/low camera-relative coordinates
cinematographyauthored pose/projection tracks with explicit cut and blend epochs

Define the subject support points, safe frame, required depth envelope, and authored lens/projection intent. Use orthographic projection when screen scale must remain independent of depth; use perspective when foreshortening carries meaning.

Read framing and projection for asymmetric frusta, volume fitting, orthographic rules, and depth precision.

Complete when: the selected projection explains the visual or measurement requirement and the support set, safe frame, and depth envelope are explicit.

3. Solve a valid pose and projection

Build a deterministic orthonormal basis from position, target, up hint, and a least-aligned-axis fallback. For a deep subject, project a conservative support set rather than fitting planar width/height alone. Reject nonfinite clip coordinates and perspective w <= 0; require negative view-space z, NDC inside the safe frame, and every support point inside the near/far interval.

Update world and projection matrices before reading hierarchy or frustum data. Use identity/unit-scale ancestry, or convert through an updated rigid, orientation-preserving parent. Reject sheared, reflected, singular, or nonuniformly scaled ancestry for a position/quaternion-only camera path.

When obstruction changes the camera, solve the near-plane footprint against the path and rerun safe-frame and depth feasibility. Composition and clearance must pass together.

Complete when: the delivered camera has a finite right-handed basis, finite clip coordinates with valid w, the full support set inside the safe frame and depth interval, and a post-obstruction recheck when obstruction is active.

4. Execute one explicit handoff

Resolve the active owner before update. A finite authored handoff captures its start once, evaluates time from seconds, writes one positional lerp and shortest-path quaternion slerp, and copies the exact target at completion. A zero-duration handoff is an explicit cut with its history reset; reject negative or nonfinite duration before interpolation. An authored moving shot separately owns path continuity, aim/up fields, timing, safe frame, and obstruction checks.

On return to controls, first admit the delivered pose into their supported up/roll, parent-space, and limit envelope. For OrbitControls, reconstruct the target and configuration in a non-rendering transaction, recreate to clear latent state, then reapply the delivered pose after its constructor update. Recreate after changing camera.up; preserve the intended reset baseline. Hold input/auto-rotation until the first update(0) preserves position, target, orientation, and projection. Unsupported roll or clamped limits require an explicit transition or another controller, not a jump-free claim. Pointer-look controllers reconstruct yaw/pitch in their declared up frame and clear held input on unlock, blur, owner change, and disposal.

Read controls and handoffs when using stock controls, blends, or authored shots.

Complete when: replay rates reach identical endpoints, the first control update has no jump, and exactly one semantic owner writes each frame.

5. Own precision and temporal history

For simulated or live subjects, consume immutable previous/current presentation samples at the render sample times, not raw fixed-step endpoints. Camera follow, culling, shadows, picking, and velocity share the same sample identity; reset them on stream or identity discontinuities.

Keep global positions in CPU double precision or an explicit high/low representation. Select ordinary-mesh high precision, chunk-local rebasing, or high/low instance data from object type and workload. Rebase only at a declared precision threshold and publish immutable previous/current global-to-render transforms together.

Key temporal state by stable camera/scene identity, projection epoch, origin epoch, render extent/DPR, MRT layout, and velocity convention. A cut, teleport, stable-identity change, incompatible projection, uncompensated rebase, extent or DPR change, or velocity-layout change increments the affected history epoch before rendering. Apply the reset to velocity, temporal AA, DOF, shadow fitting, and every reprojection cache that consumes the changed mapping.

Stock r185 TRAANode owns transient setViewOffset() jitter, expects drawing-buffer-sized inputs, does not preserve authored view offsets, and has no public history reset. Recreate it at an incompatible epoch; use a separately owned or patched node when authored/tiled offsets, XR, resolution scaling, or cross-rebase preservation are required.

Read temporal history for r185 jitter behavior and camera-relative precision for ULP gates, representation choices, and rebase ordering.

Complete when: current and previous transforms share stable identity and declared epochs, every live subject consumer shares the render-time sample identity, every discontinuity has a reset or proven compensation, and a stationary object produces no false motion across a rebase.

6. Commit, resize, and restore owned state

Write semantic pose and unjittered projection once, then update world and projection matrices. Let the temporal owner apply jitter only inside its render scope. On resize or DPR change, update camera projection, drawing-buffer-sized post resources, jitter scale, and history epoch as one transaction.

Snapshot every field the rig owns: transform, up, parent, layers, matrix flags, full projection/view-offset state, controls state, output graph, temporal nodes, origin buffers, listeners, borrowed DOM styles, and owned input captures. Exercise held-Control, mid-drag, and owned-pointer-lock teardown; stock control disposal has revision-specific gaps described in the reference. Disposal restores that snapshot, disposes owned controls/post/storage/debug resources, and marks the render pipeline dirty after output-node or output-conversion changes.

Read lifecycle and restoration before modifying a borrowed camera, controls instance, or render pipeline.

Complete when: resize leaves projection and temporal resources coherent, and repeated mount/dispose restores every borrowed field with no surviving listener, GPU resource, or debug object.

7. Verify the rig

Exercise the applicable workload at extreme aspect ratios, full control range, cuts and interrupted blends, projection changes, repeated rebases, resize/DPR changes, and dispose/recreate cycles. Inspect final and diagnostic frames.

Record pose/projection/origin/history owners and epochs; target view/clip/NDC; support-set envelope versus safe frame; near/far; current/previous origin; maximum relative-coordinate magnitude; controls handoff state; and active MRT and temporal resources.

Complete when: every selected branch passes its geometric, handoff, precision, reset, resize, and lifecycle criteria, and each failure localizes to one owner, space conversion, feasibility test, or history epoch.

Routing

Use $threejs-procedural-motion-systems for scene-object motion, $threejs-scalable-real-time-shadows for shadow fitting, $threejs-image-pipeline for post/output ownership, and $threejs-visual-validation for fixed-view and replay evidence.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/linegel/threejs-complete-set-of-skill/threejs-camera-controls-and-rigs">View threejs-camera-controls-and-rigs on skillZs</a>