r3f-skills

110
安装命令
npx skhub add --skillset @enzed/r3f-skills

包含的技能

Set up React Three Fiber scenes, Canvas, typed JSX, hooks, and resource ownership. Use for scene architecture and render-loop setup, rather than detailed materials or effects.
00
Build React Three Fiber geometry, custom buffers, instanced meshes, points, and lines. Use for shape construction and geometry draw-call optimization, rather than material appearance.
00
Implement React Three Fiber pointer events, picking, dragging, keyboard input, and camera controls. Use for scene interaction and event propagation, rather than animation or physics simulation itself.
00
Light React Three Fiber scenes with direct lights, environment maps, and shadows. Use for light placement, image-based lighting, shadow artifacts, and lighting performance.
00
Load and reuse 3D assets in React Three Fiber with useGLTF, useLoader, Suspense, and preloading. Use for model loading, decoder setup, caching, cloning, or loading/error UI.
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Choose and configure React Three Fiber surface materials, PBR, transparency, and transmission. Use for mesh appearance and material cost; use shader guidance for custom GLSL or TSL code.
00
Add Rapier rigid bodies, colliders, forces, sensors, and joints to React Three Fiber. Use for collision-driven movement and simulation; use animation guidance for purely visual motion.
00
Configure React Three Fiber postprocessing, bloom, selection effects, ambient occlusion, and depth of field. Use for composer pipelines and screen-space effects, rather than mesh material shaders.
00
Implement custom GLSL or TSL materials in React Three Fiber, including uniforms and vertex deformation. Use for shader code and shader debugging, rather than ordinary PBR settings or composer effects.
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Configure textures in React Three Fiber, including color spaces, UV channels, sampling, video, and render targets. Use for texture appearance or memory issues; use loader guidance for model-loading workflows.
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Animate React Three Fiber objects with useFrame, damping, and GLTF clips. Use for procedural motion, animation transitions, or demand-loop animation; use physics guidance for collision-driven movement.
00