Use when building or reviewing Canvas 2D, Three.js/WebGL, React Three Fiber, 2D/3D visualization, game rendering, animation loops, GPU resource cleanup, or rendering performance. Do not use for standard DOM UI, charts already covered by a chart library, or non-graphical performance work; Chinese triggers include Canvas, Three.js, WebGL, 3D, 数据可视化, 游戏.
Install via CLI
openskills install bovinphang/frontend-craft---
name: fec-canvas-threejs
description: Use when building or reviewing Canvas 2D, Three.js/WebGL, React Three Fiber, 2D/3D visualization, game rendering, animation loops, GPU resource cleanup, or rendering performance. Do not use for standard DOM UI, charts already covered by a chart library, or non-graphical performance work; Chinese triggers include Canvas, Three.js, WebGL, 3D, 数据可视化, 游戏.
---
# Canvas 与 Three.js
## Purpose
在浏览器中实现高性能 2D/3D 图形渲染。
## Procedure
1. 先选渲染层:标准 UI 用 DOM;简单 2D 图形/签名/粒子用 Canvas 2D;3D 模型、空间交互和复杂粒子用 Three.js/WebGL;React 项目中的声明式 3D 用 React Three Fiber。
2. 为渲染容器定义稳定尺寸、DPI 适配和 resize 行为;Canvas 不会自动随 CSS 清晰缩放。
3. 动画循环使用 `requestAnimationFrame`,不可见或无变化时暂停,卸载时取消。
4. Three.js 必须释放 geometry/material/texture/renderer,并移除事件监听和 observer。
5. 对不可访问的图形内容提供 `aria-label`、替代文本或 DOM 版摘要;交互式图形要有键盘兜底。
## Core Patterns
```ts
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = width * dpr;
canvas.height = height * dpr;
canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`;
ctx.scale(dpr, dpr);
```
```ts
let animationId = 0;
function animate() {
animationId = requestAnimationFrame(animate);
renderer.render(scene, camera);
}
return () => {
cancelAnimationFrame(animationId);
geometry.dispose();
material.dispose();
renderer.dispose();
};
```
## Detailed References
Load [references/rendering-patterns.md](references/rendering-patterns.md) for Canvas 2D drawing, animation loops, Three.js scene setup, React Three Fiber, InstancedMesh, and performance cleanup.
## Constraints
- Canvas/WebGL 内容对屏幕阅读器不可见,必须提供替代语义。
- WebGL 消耗 GPU,低端设备需限制像素比、面数和纹理大小。
- Three.js 资源不会自动释放,遗漏 `dispose()` 会造成 GPU 内存泄漏。
- Canvas 响应式必须同步 CSS 尺寸、绘图尺寸和相机/viewport。
- 复杂布局/路径规划可联用后台线程 workflow,但渲染本身仍在主线程/渲染线程协调。
## Expected Output
2D/3D 场景清晰、响应式、可清理,关键设备上接近 60fps;用户能通过替代文本或键盘路径理解/操作核心内容。
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