scottstts/threejs-awesome-graphics-agent-skills

threejs-camera-direction

Direct advanced Three.js camera systems.

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원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Camera Direction

Treat the camera as an authored visual system, not a passive viewport. Compose the subject, establish scale, choose a stable up frame, and make every mode handoff explicit.

Build order

  1. Define the design frame: subject size, screen occupancy, lens, near/far,

motion, and horizon/up convention.

  1. Build camera targets in semantic frames: ship, body surface, docking axis,

or scene-authored shot.

  1. Derive position and orientation independently, then combine them once.
  2. Add input orbit/look only inside declared yaw/pitch and spatial constraints.
  3. Add frame-rate-independent follow or a bounded spring where the reference

uses inertia.

  1. Snapshot and restore camera projection/state when a scene owns it.
  2. Test mode transitions, cuts, pointer-lock reacquisition, resize, and large

coordinates.

Read references/camera-rig-and-cinematic-systems.md for exact chase/side/orbit rigs, projection values, transition rules, floating-origin shot, pointer controls, and implementation limits.

Non-negotiable rules

  • Use subject dimensions to derive offsets; do not tune one fixed distance for

differently scaled assets.

  • For planetary motion, derive up from the dominant body rather than global Y.
  • Interpolate position with lerp and orientation with slerp.
  • During an explicit handoff, use one interpolation stage. Do not stack a

transition blend and a second follow smoother over the same interval.

  • Re-sync yaw/pitch from the camera when pointer lock is acquired.
  • Update the projection matrix whenever FOV, near, far, or aspect changes.
  • Keep stars or infinite backgrounds camera-relative when large translation

would create false parallax or precision loss.

  • Restore camera and input ownership on scene disposal.

Routing boundary

Use $threejs-procedural-animation for object motion timelines, springs, docking, staging, and debris. This skill owns how the scene is viewed and how camera modes hand off.

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