Threejs Towers
Meng ToCommunityCreated by Meng To
- Skill
- Guidelines
- Software development
- MIT
- Low risk
- Has scripts
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This skill provides a framework for generating architectural structures like pagodas, castles, and domes using procedural geometry in Three.js. It focuses on creating a reusable vocabulary of shapes, managing complex roof geometry through mathematical functions, and implementing a clipping-plane animation system to simulate construction. The guide emphasizes memory management, material optimization, and visual consistency to ensure procedural models render correctly and efficiently.
What it does
- Defines a geometry vocabulary for procedural architectural components.
- Provides mathematical functions for generating complex, curved roof profiles.
- Implements a clipping-plane system to animate building assembly.
- Offers techniques for managing scaffolding and structural detail.
- Details methods for optimizing draw calls and material usage.
- Includes guidance on debugging common issues like winding order and UV scaling.
When to use it
- When creating procedural landmarks or hero objects in a Three.js environment.
- When building architectural title sequences or construction studies.
- When you need to generate multiple architectural styles from a single parameter set.
- When implementing build-in animations for complex 3D structures.
Advantages
- Reduces reliance on external mesh files by using parameter-driven geometry.
- Enables consistent visual style across different architectural types.
- Provides a clear method for animating structural assembly.
- Offers specific solutions for common Three.js rendering and geometry bugs.
Usage examples
- “How do I create a roof with curling corners in Three.js?”
- The skill provides a roofPoint function that uses parameters like lift, flare, and power to calculate vertex positions for East Asian-style roofs.
- “How can I animate a building appearing to be constructed?”
- The skill explains using a clipping plane that travels upward, revealing the structure while keeping scaffolding visible above the plane.
Install
Download the skill as a ZIP:
https://autogineer.com/agent-skills/mengto/threejs-towers/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip threejs-towers.zip -d .agents/skills
Documentation by Meng To
Three.js Towers
Architecture is the one subject where procedural generation pays immediately: buildings are made of repeated, parameterised parts, and once you have the vocabulary a second style costs a parameter set rather than a model.
Stand it in threejs-landscape and weather it with threejs-weather.
Build the vocabulary before the building
Write ten small builders that all append into shared vertex/normal/UV/index arrays, then never write raw geometry again:
face(P, uv) quad with a computed normal
box(cx,cy,cz, sx,sy,sz, ry, uvScale, rz)
prism(y0,y1, R0,R1, uv, capTop, capBot) square on plan
prismN(y0,y1, R0,R1, n, uv, capTop, capBot) any n-gon
sweepPlan(plan, y0,y1, steps, profile) an outline scaled up a curve
lathe(cx,cy,cz, y0,y1, profile, steps, seg) surface of revolution
ring / arc annulus on a face plane
fan(points, z, ry, cx, cy) filled polygon on a face
tube(points, r, sides) swept tubeThat set covers a Japanese keep, a Chinese pagoda, an Ottoman dome, a Khmer prasat and a Vietnamese tháp. Each style becomes one assembly function plus a table of levels.
Merge by material, not by part. Six buildings drawn in 11–18 draw calls is the difference between 120fps and 30.
Winding is the bug you will hit most. A prism whose side faces are wound inward gets back-face culled and you find yourself looking at the inside of the far wall. Get one prism right, then copy its vertex order everywhere. When a surface goes missing, suspect winding before you suspect anything else.
Roofs are a function of position along the eave
The whole character of an East Asian roof — flat near the ridge, steepening, then curling up at the corners — comes from one function that maps (panel, position across, position down) to a point:
function roofPoint(o, p, u, t) {
const tc = Math.min(1, t);
const g = 1 - Math.pow(1 - tc, o.pow); // the sag of the slope
const corner = Math.pow(Math.abs(u), 2.0); // 0 mid-eave, 1 at hips
const flare = 1 + o.flare * corner * Math.pow(tc, 3.2);
const y = o.yT - (o.yT - o.yE) * g
+ o.lift * corner * Math.pow(tc, 2.6); // corners lift
return [ /* lerp inner edge → outer edge × flare */ ];
}Six numbers give you every roof in the set: lift, tip, flare, pow, trunc, ridge. trunc is the one that is easy to miss — it lets a lower roof die cleanly behind the wall above it instead of poking through.
Math.pow(negative, 2.35) is NaN. Tiles that overshoot the eave push t past 1, and the whole roof silently disappears. Clamp tc = Math.min(1, t) and handle the overshoot as a separate linear term.
Non-square plans
prismN handles octagons and sixteen-sided drums. For anything with re-entrant corners — a Khmer prasat is a square pushed out on each axis and stepped back twice before the corner — build the outline once and sweep it:
const oct = [[1+P,0],[1+P,0.30],[1.0,0.30],[1.0,0.45],[0.90,0.45], ... ];
const half = oct.concat(oct.slice(0,-1).reverse().map(q => [q[1], q[0]]));
// mirror across the diagonal, then rotate four timesThen every storey is the same outline at a smaller scale, and the silhouette is coherent for free.
Deck the ledges. Where a storey steps back onto the one above, the gap between the two outlines is open. Fill it with a flat annulus on the plan or the tower reads as a stack of floating shelves with daylight between them.
Size detail to the surface it sits on
The most common modelling mistake is not the geometry, it is the proportion. A doorway sized for a face that turns out to be a third as wide spills onto the returns and reads as noise. Measure the face first, then size the door, the colonnettes and the pediment as fractions of it — and check that the pediment finishes under the cornice rather than through it.
The build animation is one clipping plane
Everything exists from the first frame. A plane facing down travels up, and every structural material clips against it:
renderer.localClippingEnabled = true;
const CLIP = new THREE.Plane(new THREE.Vector3(0, -1, 0), 0);
['stone','plaster','tile','timber', ...].forEach(k => {
MAT[k].clippingPlanes = [CLIP];
MAT[k].clipShadows = true; // or the shadow builds early
});
CLIP.constant = heightAt(t);A clipped shell is hollow, so add a cap mesh at the plane's height, scaled to the footprint. That is what turns a see-through section into what reads as a solid course of masonry.
The cap has to match the plan it is capping. A square cap dropped into an octagonal tower leaves four wedges open to the sky. Let each style declare the plan of its own section — four sides through a hall, eight through a drum, sixteen through a dome — and rebuild the cap geometry as the plane passes from one into the next:
caps: [[0, 4.74, 2.56], [4.74, 5.42, 2.02, 8], [5.42, 6.46, 1.86, 16]]
// y0 y1 radius sidesFor interiors, a capped inner volume on a DoubleSide dark material reads as solid stone from any angle, and costs almost nothing.
Scaffolding is the exception to the plane
It ignores the clip, so it always stands one step ahead of the finished work. That single relationship is what makes the animation read as construction rather than as a wipe.
BoxGeometry gives every face UVs of 0..1 regardless of size. A three-metre pole and a fifteen-centimetre brace therefore get the same grain, and both read as plastic. Rewrite the UVs in world units before upload:
const dims = [[sz,sy],[sz,sy],[sx,sz],[sx,sz],[sx,sy],[sx,sy]];
for (let f = 0; f < 6; f++) {
const du = dims[f][0], dv = dims[f][1], swap = dv > du;
for (let i = 0; i < 4; i++) { /* scale by real size, offset randomly */ }
}Grow each tier in with a short eased scale — verticals scale in Y, horizontals in X — and let it fall away just before the next stage lands.
Stages carry the timeline
Give each style a list of [local caption, ENGLISH, target height] and ease the plane between targets. The caption names what is happening, which is most of what makes a construction study legible:
stages: [['準備','READY',0.00], ['石垣普請','STONEWORK',3.36],
['柱梁組立','TIMBER',6.24], ['白壁塗籠','PLASTER',8.80], ...]Fire a one-shot sound on each stage change and a bell on the last. Keep the whole build short — four to five seconds — and put a large percentage somewhere quiet in the frame. People will rebuild it repeatedly if it is fast.
Emissive light leaks
If you light windows at night with an emissive material, that glow escapes through every opening you did not deck: under eaves, through truncated roofs, out of hollow storeys. Deck the truncated roofs and split enclosed volumes onto a non-emissive material. The symptom is a building that glows along its silhouette like a lantern.
What to check before you call it done
Orbit a full turn at ground level. Missing walls are inverted winding; long bars flying out of faces are a rotation sign error on face-mounted boxes.
Scrub the timeline slowly through every stage. The cap should stay inside the walls at every height, and never poke out at the corners.
Look at the roof from directly above once. Overshooting tiles and NaN panels only show from there.
Switch styles ten times. If memory climbs, you are not disposing the previous group's geometries.
Count draw calls per style. If one style is triple the others, a material is not shared.
Files
- ATTRIBUTION.mdAdded by AutoGineer850 B
- LICENSELicence file added by AutoGineer1.0 KiB
- SKILL.md8.1 KiB
- agents/openai.yaml245 B
- demo/PROMPT.md1.9 KiB
- demo/assets/three.min.jsScript593.8 KiB
- demo/index.html28.2 KiB
- demo/preview.jpg178.9 KiB
demo/index.html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1,viewport-fit=cover">
<title>Three.js Towers — a building that builds itself</title>
<style>
:root{
--paper:#ecdcbc; --ink:#2e2515; --ink2:#8b7c5c; --accent:#a8621f;
--hair:rgba(58,40,14,.40);
--sans:"Helvetica Neue",Helvetica,Arial,system-ui,sans-serif;
--serif:"Iowan Old Style","Palatino Linotype",Palatino,Georgia,serif;
}
*{margin:0;padding:0;box-sizing:border-box}
html,body{height:100%}
body{background:var(--paper);color:var(--ink);font-family:var(--sans);overflow:hidden;
-webkit-font-smoothing:antialiased;transition:background-color .6s ease,color .6s ease}
#app{position:fixed;inset:0}
/* a canvas is a replaced element, so inset:0 does NOT stretch it — without
an explicit size it falls back to its intrinsic width/height attributes,
which at DPR 2 is twice the viewport, and the page shows a corner of it */
#stage{position:absolute;inset:0;width:100%;height:100%;display:block;
cursor:grab;touch-action:none}
#stage.drag{cursor:grabbing}
header{position:absolute;left:0;right:0;top:0;height:54px;padding:0 30px;display:flex;
align-items:center;gap:22px;border-bottom:1px solid var(--hair)}
.brand{font-weight:700;font-size:15px;letter-spacing:2.4px}
.spacer{margin-left:auto}
.btn{font-size:11px;font-weight:700;letter-spacing:.9px;color:var(--ink);background:none;
border:0;font-family:inherit;padding:0 0 6px;border-bottom:1px solid var(--hair);
cursor:pointer;white-space:nowrap;transition:color .18s,border-color .18s}
.btn:hover{color:var(--accent);border-color:var(--accent)}
.note{position:absolute;left:30px;top:80px;max-width:300px;font-family:var(--serif);
font-size:14px;line-height:23px;opacity:.86}
.note b{display:block;font-family:var(--sans);font-size:11px;font-weight:700;
letter-spacing:1.3px;color:var(--accent);margin-bottom:9px}
.plaque{position:absolute;transform:translate(-50%,-50%);background:#fdf8e8;
border:1px solid #ddceac;padding:7px 14px 6px;font-size:11px;font-weight:700;
letter-spacing:1.05px;color:#3f3520;white-space:nowrap;pointer-events:none;
box-shadow:0 2px 4px rgba(70,58,40,.12)}
.pct{position:absolute;right:30px;bottom:74px;font-weight:700;font-size:132px;
line-height:.76;letter-spacing:-5px;opacity:.86;font-variant-numeric:tabular-nums;
pointer-events:none;transition:opacity .6s ease}
.pct i{font-style:normal;font-size:40px;letter-spacing:0;margin-left:6px;opacity:.5}
.pct.done{opacity:0}
footer{position:absolute;left:0;right:0;bottom:0;height:60px;padding:0 30px;display:flex;
align-items:center;gap:16px;border-top:1px solid var(--hair)}
.track{position:relative;flex:1 1 auto;height:2.5px;background:var(--hair);cursor:pointer}
.fill{position:absolute;left:0;top:0;bottom:0;width:0;background:var(--ink);opacity:.78}
.time{font-size:11px;font-weight:700;letter-spacing:.5px;opacity:.72;white-space:nowrap;
font-variant-numeric:tabular-nums;min-width:92px;text-align:right}
@media (max-width:720px){
header{padding:0 16px;gap:14px;overflow-x:auto;scrollbar-width:none}
header::-webkit-scrollbar{display:none}
.note{left:16px;right:16px;top:66px;max-width:none;font-size:13px;line-height:21px}
.pct{font-size:64px;right:16px;bottom:70px;letter-spacing:-2px}
.pct i{font-size:20px}
footer{padding:0 16px;height:52px}
}
</style>
</head>
<body>
<div id="app">
<canvas id="stage"></canvas>
<header>
<div class="brand">TOWERS</div>
<div class="spacer"></div>
<button class="btn" id="styleBtn">STYLE / KEEP</button>
<button class="btn" id="scafBtn">SCAFFOLD / ON</button>
<button class="btn" id="rebuildBtn">↻ REBUILD</button>
</header>
<div class="note"><b>WHAT YOU ARE LOOKING AT</b>
The whole tower exists from the first frame. A clipping plane travels up
through it, so everything below the line is finished work and the
scaffolding stands above it. Drag to orbit. Scrub the timeline.</div>
<div class="plaque" id="plaque">READY</div>
<div class="pct" id="pct"><span id="pctNum">0</span><i>%</i></div>
<footer>
<div class="track" id="track"><div class="fill" id="fill"></div></div>
<div class="time" id="time">0.00 / 4.40</div>
</footer>
</div>
<script src="assets/three.min.js"></script>
<script>
/* =====================================================================
Three.js Towers — the reference build for the threejs-towers skill.
A procedural tower assembled from a small geometry vocabulary, filmed
assembling behind a rising clipping plane. No meshes, no textures.
===================================================================== */
(function(){
"use strict";
const T=THREE;
/* ------------------------------------------------------------------ *
* 1. the vocabulary — every part of every tower comes out of these
* ------------------------------------------------------------------ */
const NS=4, STEP=Math.PI*2/NS;
const cornPt=(k,R)=>[Math.cos(k*STEP)*R,Math.sin(k*STEP)*R];
const cornRot=k=>Math.PI/2-k*STEP;
const faceRot=k=>Math.PI/2-(k+0.5)*STEP;
const AP=Math.cos(Math.PI/NS), SW=2*Math.sin(Math.PI/NS);
const cPtN=(k,R,n)=>[Math.cos(k*Math.PI*2/n)*R,Math.sin(k*Math.PI*2/n)*R];
function Bld(){this.p=[];this.n=[];this.u=[];this.i=[];}
Bld.prototype.vert=function(x,y,z,nx,ny,nz,u,v){
this.p.push(x,y,z);this.n.push(nx,ny,nz);this.u.push(u,v);
return this.p.length/3-1;
};
Bld.prototype.face=function(P,uv){
const ax=P[1][0]-P[0][0],ay=P[1][1]-P[0][1],az=P[1][2]-P[0][2];
const bx=P[2][0]-P[0][0],by=P[2][1]-P[0][1],bz=P[2][2]-P[0][2];
let nx=ay*bz-az*by,ny=az*bx-ax*bz,nz=ax*by-ay*bx;
const L=Math.hypot(nx,ny,nz)||1;nx/=L;ny/=L;nz/=L;
uv=uv||[[0,0],[1,0],[1,1],[0,1]];
const a=this.vert(P[0][0],P[0][1],P[0][2],nx,ny,nz,uv[0][0],uv[0][1]);
const b=this.vert(P[1][0],P[1][1],P[1][2],nx,ny,nz,uv[1][0],uv[1][1]);
const c=this.vert(P[2][0],P[2][1],P[2][2],nx,ny,nz,uv[2][0],uv[2][1]);
const d=this.vert(P[3][0],P[3][1],P[3][2],nx,ny,nz,uv[3][0],uv[3][1]);
this.i.push(a,b,c,a,c,d);
};
Bld.prototype.geo=function(){
if(!this.p.length)return null;
const g=new T.BufferGeometry();
g.setAttribute('position',new T.Float32BufferAttribute(this.p,3));
g.setAttribute('normal',new T.Float32BufferAttribute(this.n,3));
g.setAttribute('uv',new T.Float32BufferAttribute(this.u,2));
g.setIndex(this.i);return g;
};
Bld.prototype.box=function(cx,cy,cz,sx,sy,sz,ry,rz){
const co=Math.cos(ry||0),si=Math.sin(ry||0);
const cz2=Math.cos(rz||0),sz2=Math.sin(rz||0);
const M=(x,y,z)=>{
const x2=x*cz2-y*sz2, y2=x*sz2+y*cz2;
return [cx+x2*co+z*si, cy+y2, cz-x2*si+z*co];
};
const h=[sx/2,sy/2,sz/2];
const V=(a,b,c)=>M(a*h[0],b*h[1],c*h[2]);
this.face([V(1,-1,1),V(1,-1,-1),V(1,1,-1),V(1,1,1)]);
this.face([V(-1,-1,-1),V(-1,-1,1),V(-1,1,1),V(-1,1,-1)]);
this.face([V(-1,1,1),V(1,1,1),V(1,1,-1),V(-1,1,-1)]);
this.face([V(-1,-1,-1),V(1,-1,-1),V(1,-1,1),V(-1,-1,1)]);
this.face([V(-1,-1,1),V(1,-1,1),V(1,1,1),V(-1,1,1)]);
this.face([V(1,-1,-1),V(-1,-1,-1),V(-1,1,-1),V(1,1,-1)]);
};
/* n-gon prism. Get this winding right once and copy it everywhere: a prism
wound inward is culled and you end up looking at the inside of the far wall */
Bld.prototype.prismN=function(y0,y1,R0,R1,n,capTop,capBot){
for(let k=0;k<n;k++){
const a=cPtN(k,R0,n),b=cPtN(k+1,R0,n),c=cPtN(k+1,R1,n),d=cPtN(k,R1,n);
this.face([[b[0],y0,b[1]],[a[0],y0,a[1]],[d[0],y1,d[1]],[c[0],y1,c[1]]]);
}
if(capTop)for(let k=1;k<n-1;k++){
const a=cPtN(0,R1,n),b=cPtN(k,R1,n),c=cPtN(k+1,R1,n);
this.face([[a[0],y1,a[1]],[b[0],y1,b[1]],[c[0],y1,c[1]],[c[0],y1,c[1]]]);
}
if(capBot)for(let k=1;k<n-1;k++){
const a=cPtN(0,R0,n),b=cPtN(k+1,R0,n),c=cPtN(k,R0,n);
this.face([[a[0],y0,a[1]],[b[0],y0,b[1]],[c[0],y0,c[1]],[c[0],y0,c[1]]]);
}
};
Bld.prototype.prism=function(y0,y1,R0,R1,capTop,capBot){
this.prismN(y0,y1,R0,R1,NS,capTop,capBot);
};
Bld.prototype.lathe=function(cy,y0,y1,prof,steps,seg){
const rings=[];
for(let i=0;i<=steps;i++){
const t=i/steps,y=cy+y0+(y1-y0)*t,r=prof(t),ring=[];
for(let j=0;j<seg;j++){
const a=j/seg*Math.PI*2;
ring.push([Math.cos(a)*r,y,Math.sin(a)*r]);
}
rings.push(ring);
}
for(let i=0;i<steps;i++)for(let j=0;j<seg;j++){
const j2=(j+1)%seg;
this.face([rings[i][j2],rings[i][j],rings[i+1][j],rings[i+1][j2]]);
}
};
/* ---- the roof: one function of position along the eave ------------- */
const RQ=Math.SQRT1_2;
function ridgePt(k,L){const m=((k%4)+4)%4;return (m===0||m===1)?[RQ*L,RQ*L]:[-RQ*L,-RQ*L];}
function roofPoint(o,p,u,t){
/* Math.pow(negative, 2.6) is NaN, and tiles overshoot the eave, so the
curve is evaluated on a clamped t and the overshoot added back linearly */
const tc=Math.min(1,t),over=Math.max(0,t-1);
const g=1-Math.pow(1-tc,o.pow||1.3);
const f=(u+1)/2;
const oa=cornPt(p+1,1),ob=cornPt(p,1);
const ox=oa[0]+(ob[0]-oa[0])*f, oz=oa[1]+(ob[1]-oa[1])*f;
const ia=o.trunc?cornPt(p+1,o.trunc):ridgePt(p+1,o.ridge),
ib=o.trunc?cornPt(p,o.trunc):ridgePt(p,o.ridge);
const ix=ia[0]+(ib[0]-ia[0])*f, iz=ia[1]+(ib[1]-ia[1])*f;
const corner=Math.pow(Math.abs(u),2.0); /* 0 mid-eave, 1 at the hips */
const flare=1+(o.flare!==undefined?o.flare:0.03)*corner*Math.pow(tc,3.2);
const RE=o.RE*flare;
const y=o.yT-(o.yT-o.yE)*g+o.lift*corner*Math.pow(tc,2.6)-over*(o.yT-o.yE)*0.45;
return [ix+(ox*RE-ix)*t, y, iz+(oz*RE-iz)*t];
}
function buildRoof(o,surf,soff){
const NU=18,NT=11,TH=0.10;
for(let p=0;p<NS;p++){
const top=[],bot=[];
for(let it=0;it<=NT;it++){
const t=it/NT*(o.tip?1+o.tip:1),rowT=[],rowB=[];
for(let iu=0;iu<=NU;iu++){
const u=-1+2*iu/NU;
const P=roofPoint(o,p,u,t);
rowT.push(P);rowB.push([P[0],P[1]-TH,P[2]]);
}
top.push(rowT);bot.push(rowB);
}
for(let it=0;it<NT;it++)for(let iu=0;iu<NU;iu++){
surf.face([top[it][iu],top[it][iu+1],top[it+1][iu+1],top[it+1][iu]],
[[iu/NU*3,it/NT*3],[(iu+1)/NU*3,it/NT*3],[(iu+1)/NU*3,(it+1)/NT*3],[iu/NU*3,(it+1)/NT*3]]);
soff.face([bot[it][iu+1],bot[it][iu],bot[it+1][iu],bot[it+1][iu+1]]);
}
/* the fascia along the eave, so the roof has a real thickness */
for(let iu=0;iu<NU;iu++)
soff.face([top[NT][iu],top[NT][iu+1],bot[NT][iu+1],bot[NT][iu]]);
}
}
/* ------------------------------------------------------------------ *
* 2. materials — every structural one clips against the same plane
* ------------------------------------------------------------------ */
const CLIP=new T.Plane(new T.Vector3(0,-1,0),0);
const MAT={
stone :new T.MeshLambertMaterial({color:0xa89b83}),
plaster:new T.MeshLambertMaterial({color:0xe8dcc0}),
tile :new T.MeshLambertMaterial({color:0x55524a}),
timber :new T.MeshLambertMaterial({color:0x6b4f38}),
soffit :new T.MeshLambertMaterial({color:0x8a6b4d}),
gold :new T.MeshLambertMaterial({color:0xc9a24a}),
jade :new T.MeshLambertMaterial({color:0x4c6b4a}),
red :new T.MeshLambertMaterial({color:0x8e4034}),
hollow :new T.MeshLambertMaterial({color:0x171310,side:T.DoubleSide}),
scaffold:new T.MeshLambertMaterial({color:0xd9b473})
};
Object.keys(MAT).forEach(k=>{
if(k==='scaffold')return; /* scaffolding ignores the plane */
MAT[k].clippingPlanes=[CLIP];
MAT[k].clipShadows=true; /* or the shadow builds early */
});
/* ------------------------------------------------------------------ *
* 3. two styles, same primitives, different parameters
* ------------------------------------------------------------------ */
function buildKeep(){
const g=new T.Group();
const stone=new Bld(),plaster=new Bld(),timber=new Bld(),
tile=new Bld(),soff=new Bld(),gold=new Bld(),hollow=new Bld();
/* a battered stone base: vertical at the coping, flaring at the footing */
const IB={y0:0,y1:3.3,R0:3.36,R1:2.66};
for(let i=0;i<14;i++){
const t0=i/14,t1=(i+1)/14;
const r=t=>IB.R1+(IB.R0-IB.R1)*Math.pow(1-t,1.85);
stone.prism(IB.y0+3.3*t0,IB.y0+3.3*t1,r(t0),r(t1));
}
const L=[{y0:3.16,y1:5.06,R:2.56},{y0:6.14,y1:7.74,R:2.18},
{y0:8.68,y1:10.20,R:1.80},{y0:11.04,y1:12.40,R:1.46}];
const RF=[{yE:5.06,yT:6.26,RE:3.32,trunc:2.00,lift:0.15,tip:0.11,pow:1.30},
{yE:7.74,yT:8.80,RE:2.84,trunc:1.73,lift:0.13,tip:0.10,pow:1.30},
{yE:10.20,yT:11.10,RE:2.42,trunc:1.66,lift:0.12,tip:0.09,pow:1.30},
{yE:12.40,yT:13.46,RE:2.22,ridge:0.72,lift:0.16,tip:0.12,pow:1.26}];
L.forEach((s,i)=>{
plaster.prism(s.y0,s.y1,s.R,s.R*0.995);
hollow.prism(s.y0,s.y1,s.R*0.72,s.R*0.72,true,true);
/* posts and a sill band on every face, plus dark windows */
for(let k=0;k<NS;k++){
const rot=faceRot(k),co=Math.cos(rot),si=Math.sin(rot);
const W=s.R*SW,z=s.R*AP,h=s.y1-s.y0;
const P=(b,x,y,zz,sx,sy,sz)=>b.box(x*co+zz*si,y,-x*si+zz*co,sx,sy,sz,rot);
for(let q=-1;q<=1;q+=2)P(timber,q*W*0.34,(s.y0+s.y1)/2,z+0.02,0.14,h,0.07);
P(timber,0,s.y1-0.10,z+0.03,W*0.99,0.16,0.09);
P(timber,0,s.y0+0.12,z+0.03,W*0.99,0.12,0.09);
for(let q=-1;q<=1;q+=2)
P(MAT.hollowB||timber,q*W*0.15,s.y0+h*0.56,z+0.035,0.34,0.30,0.05);
}
buildRoof(RF[i],tile,soff);
});
/* the ridge finials */
for(let q=-1;q<=1;q+=2)
gold.box(q*0.55,13.9,0,0.34,0.9,0.20,0);
const add=(b,m,n)=>{const geo=b.geo();if(!geo)return;
const me=new T.Mesh(geo,m);me.castShadow=true;me.receiveShadow=true;me.name=n;g.add(me);};
add(hollow,MAT.hollow,'hollow');add(stone,MAT.stone,'stone');
add(plaster,MAT.plaster,'plaster');add(timber,MAT.timber,'timber');
add(tile,MAT.tile,'tile');add(soff,MAT.soffit,'soffit');add(gold,MAT.gold,'gold');
return g;
}
function buildPagoda(){
const g=new T.Group();
const stone=new Bld(),red=new Bld(),jade=new Bld(),soff=new Bld(),
gold=new Bld(),hollow=new Bld(),timber=new Bld();
stone.prism(0,0.58,3.10,2.96,true);
const tiers=5;
for(let i=0;i<tiers;i++){
const y0=0.52+i*2.16, R=2.46-i*0.24, h=1.62;
red.prism(y0,y0+h,R,R*0.99);
hollow.prism(y0,y0+h,R*0.66,R*0.66,true,true);
for(let k=0;k<NS;k++){
const rot=faceRot(k),co=Math.cos(rot),si=Math.sin(rot);
const W=R*SW,z=R*AP;
const P=(b,x,y,zz,sx,sy,sz)=>b.box(x*co+zz*si,y,-x*si+zz*co,sx,sy,sz,rot);
for(let q=-1;q<=1;q+=2)P(timber,q*W*0.30,y0+h*0.5,z+0.02,0.11,h*0.96,0.06);
P(timber,0,y0+h-0.08,z+0.03,W*0.98,0.13,0.08);
}
/* the bracket tier the eave sits on */
jade.prism(y0+h,y0+h+0.14,R*1.10,R*1.10);
buildRoof({yE:y0+h+0.14,yT:y0+h+1.02,RE:R*1.46,trunc:R*0.70,
lift:0.30,tip:0.13,pow:1.10,flare:0.05},jade,soff);
}
/* the finial: rings to a jewel */
const top=0.52+tiers*2.16;
gold.box(0,top+1.1,0,0.13,2.2,0.13,Math.PI/4);
for(let i=0;i<9;i++){
const t=i/9,r=0.46-t*0.30;
gold.prismN(top+0.1+t*1.5,top+0.1+t*1.5+0.06,r,r*0.9,12);
}
gold.lathe(top+1.9,0,0.42,t=>0.20*Math.sin(Math.PI*(0.14+t*0.8)),10,10);
const add=(b,m,n)=>{const geo=b.geo();if(!geo)return;
const me=new T.Mesh(geo,m);me.castShadow=true;me.receiveShadow=true;me.name=n;g.add(me);};
add(hollow,MAT.hollow,'hollow');add(stone,MAT.stone,'stone');
add(red,MAT.red,'red');add(timber,MAT.timber,'timber');
add(jade,MAT.jade,'jade');add(soff,MAT.soffit,'soffit');add(gold,MAT.gold,'gold');
return g;
}
const STYLES=[
{id:'KEEP',build:buildKeep,
caps:[[0,3.3,null],[3.16,5.06,2.56],[6.14,7.74,2.18],[8.68,10.20,1.80],[11.04,13.9,1.46]],
scaf:[{top:3.44,base:0.10,w:7.10,d:3.95,bays:8},{top:6.34,base:3.10,w:6.10,d:3.55,bays:7},
{top:8.90,base:6.00,w:5.20,d:3.05,bays:6},{top:11.26,base:8.55,w:4.45,d:2.60,bays:6},
{top:13.66,base:10.90,w:3.80,d:2.25,bays:5}],
stages:[['READY',0],['STONEWORK',3.36],['TIMBER',6.24],['PLASTER',8.80],
['TURRET',11.16],['ROOFING',14.30],['COMPLETE',14.30]]},
{id:'PAGODA',build:buildPagoda,
caps:[[0,0.58,3.05],[0.52,2.20,2.42],[2.68,4.36,2.18],[4.84,6.52,1.94],
[7.00,8.68,1.70],[9.16,11.0,1.46],[11.0,14.2,0.44]],
scaf:[{top:3.20,base:0.10,w:7.00,d:3.90,bays:8},{top:5.60,base:2.90,w:6.30,d:3.55,bays:7},
{top:7.80,base:5.30,w:5.50,d:3.10,bays:6},{top:9.80,base:7.50,w:4.70,d:2.65,bays:6},
{top:13.20,base:9.50,w:4.00,d:2.30,bays:5}],
stages:[['READY',0],['PLINTH',2.30],['TIMBER',5.10],['BRACKETS',7.40],
['LACQUER',9.40],['ROOFING',14.30],['COMPLETE',14.30]]}
];
/* ------------------------------------------------------------------ *
* 4. scene
* ------------------------------------------------------------------ */
const cvs=document.getElementById('stage');
const renderer=new T.WebGLRenderer({canvas:cvs,antialias:true});
renderer.setPixelRatio(Math.min(devicePixelRatio||1,2));
renderer.shadowMap.enabled=true;renderer.shadowMap.type=T.PCFSoftShadowMap;
renderer.localClippingEnabled=true; /* the whole trick */
const scene=new T.Scene();
scene.background=new T.Color(0xecdcbc); /* the page colour, so the
ground reads as a plate rather than a lit object floating in the void */
scene.fog=new T.Fog(0xecdcbc,60,300);
const camera=new T.PerspectiveCamera(12,1,0.5,900);
const key=new T.DirectionalLight(0xffe9c8,1.45);
key.position.set(26,34,30);key.castShadow=true;
key.shadow.mapSize.set(2048,2048);
key.shadow.camera.near=1;key.shadow.camera.far=120;
key.shadow.camera.left=-16;key.shadow.camera.right=16;
key.shadow.camera.top=26;key.shadow.camera.bottom=-8;
key.shadow.bias=-0.0014;
scene.add(key,key.target);
scene.add(new T.HemisphereLight(0xfff0d4,0x6d5a34,0.42));
scene.add(new T.AmbientLight(0xffe9c8,0.16));
const ground=new T.Mesh(new T.CircleGeometry(300,64),
new T.MeshLambertMaterial({color:0xa89a7c}));
ground.rotation.x=-Math.PI/2;ground.position.y=-0.02;ground.receiveShadow=true;
scene.add(ground);
/* the cut cap: a lid at the plane's height, scaled to the footprint, which is
what turns a hollow clipped section into a solid course of masonry. Its plan
has to match what is being cut — a square cap inside an octagon leaves four
wedges open to the sky. */
let capSegs=4;
const capMesh=new T.Mesh(new T.CircleGeometry(1,4),
new T.MeshLambertMaterial({color:0x9d907a}));
capMesh.rotation.x=-Math.PI/2;capMesh.receiveShadow=true;scene.add(capMesh);
function capPlan(n){
if(n===capSegs)return;
capSegs=n;capMesh.geometry.dispose();capMesh.geometry=new T.CircleGeometry(1,n);
}
/* ------------------------------------------------------------------ *
* 5. scaffolding — the one thing that ignores the plane, so it always
* stands one step ahead of the finished work
* ------------------------------------------------------------------ */
const scafGroups=[];
function worldUV(geo,sx,sy,sz,dens,ou,ov){
/* BoxGeometry gives every face a 0..1 UV whatever its size, so a long pole
and a short brace get the same grain and both read as plastic */
const uv=geo.attributes.uv;
const dims=[[sz,sy],[sz,sy],[sx,sz],[sx,sz],[sx,sy],[sx,sy]];
for(let f=0;f<6;f++){
const du=dims[f][0],dv=dims[f][1],swap=dv>du;
for(let i=0;i<4;i++){
const k=f*4+i;let u=uv.getX(k),v=uv.getY(k);
if(swap){const t=u;u=v;v=t;}
uv.setXY(k,u*(swap?dv:du)*dens+ou,v*(swap?du:dv)*dens+ov);
}
}
uv.needsUpdate=true;
}
function buildScaffolds(list){
scafGroups.forEach(g=>{g.traverse(o=>{if(o.geometry)o.geometry.dispose();});scene.remove(g);});
scafGroups.length=0;
list.forEach(t=>{
const g=new T.Group();g.visible=false;scene.add(g);scafGroups.push(g);
const h=t.top-t.base, R=0.055;
const put=(x,y,z,sx,sy,sz,kind)=>{
const geo=new T.BoxGeometry(sx,sy,sz);
worldUV(geo,sx,sy,sz,1.15,Math.random()*4,Math.random()*4);
const m=new T.Mesh(geo,MAT.scaffold);
m.position.set(x,y,z);m.castShadow=true;m.userData.kind=kind;
g.add(m);
};
for(let side=0;side<4;side++){
const rot=side*Math.PI/2;
const co=Math.cos(rot),si=Math.sin(rot);
const half=(side%2?t.d:t.w)/2, off=(side%2?t.w:t.d)/2;
for(let b=0;b<=t.bays;b++){
const x=-half+(2*half)*b/t.bays;
const px=x*co+off*si, pz=-x*si+off*co;
const post=new T.Mesh(new T.BoxGeometry(R*2,h,R*2),MAT.scaffold);
post.position.set(px,t.base+h/2,pz);post.castShadow=true;
post.userData.kind='v';g.add(post);
}
for(let r=1;r<=3;r++){
const y=t.base+h*r/3.4;
const geo=new T.BoxGeometry(2*half,R*1.7,R*1.7);
worldUV(geo,2*half,R*1.7,R*1.7,1.15,Math.random()*4,0);
const rail=new T.Mesh(geo,MAT.scaffold);
rail.position.set(off*si,y,off*co);rail.rotation.y=rot;
rail.castShadow=true;rail.userData.kind='h';g.add(rail);
}
/* one diagonal brace per bay face, which is what stops it reading as a grid */
const dg=new T.BoxGeometry(Math.hypot(2*half,h)*0.98,R*1.5,R*1.5);
const dia=new T.Mesh(dg,MAT.scaffold);
dia.position.set(off*si,t.base+h/2,off*co);
dia.rotation.y=rot;dia.rotation.z=Math.atan2(h,2*half);
dia.userData.kind='h';g.add(dia);
}
});
}
/* ------------------------------------------------------------------ *
* 6. the timeline — stages carry the plane, the plane carries the build
* ------------------------------------------------------------------ */
const DUR=4.40;
const STAGE_T=[0.00,0.21,1.07,1.92,2.79,3.64,4.36];
let STAGES=[],CAPS=[],styleIdx=0,modelGroup=null;
let t=0,playing=true,lastStage=-1,scafOn=true;
const easeInOut=x=>x<.5?2*x*x:1-Math.pow(-2*x+2,2)/2;
const easeOut=x=>1-Math.pow(1-x,3);
const plaqueEl=document.getElementById('plaque'),pctEl=document.getElementById('pct'),
pctNum=document.getElementById('pctNum'),fillEl=document.getElementById('fill'),
timeEl=document.getElementById('time');
function stageIndexAt(tt){let i=0;for(let k=0;k<STAGES.length;k++)if(tt>=STAGES[k].t)i=k;return i;}
function buildHeightAt(tt){
const i=stageIndexAt(tt),s=STAGES[i],prev=STAGES[i-1];
if(!prev)return s.to;
const nx=STAGES[i+1]?STAGES[i+1].t:DUR;
const f=Math.max(0,Math.min(1,(tt-s.t)/Math.max(0.0001,nx-s.t)));
return prev.to+(s.to-prev.to)*easeInOut(f);
}
function ishiR(y){const f=Math.max(0,Math.min(1,y/3.3));return 2.66+(3.36-2.66)*Math.pow(1-f,1.85);}
function capAt(y){
for(const c of CAPS)if(y>=c[0]&&y<=c[1]){capPlan(c[3]||4);return c[2]===null?ishiR(y):c[2];}
return 0;
}
function applyTime(tt){
t=tt;
const h=buildHeightAt(tt);
CLIP.constant=h;
const a=capAt(h);
if(a>0.01&&h>0.03&&h<13.9){
capMesh.visible=true;capMesh.scale.set(a,a,1);capMesh.position.y=h-0.003;
}else capMesh.visible=false;
const si=stageIndexAt(tt);
for(let k=0;k<scafGroups.length;k++){
const stg=STAGES[k+1],g=scafGroups[k];
const on=scafOn&&(si===k+1);
g.visible=on;
if(!on)continue;
const nx=STAGES[k+2]?STAGES[k+2].t:DUR;
const local=(tt-stg.t)/(nx-stg.t);
const grow=Math.min(1,local/0.17), out=local>0.90?1-(local-0.90)/0.10:1;
g.children.forEach((m,idx)=>{
const d=(idx%9)/9*0.3;
const gg=Math.max(0,Math.min(1,(grow-d)/(1-d)))*Math.max(0,out);
m.visible=gg>0.02;
if(!m.visible)return;
const s2=easeOut(gg);
if(m.userData.kind==='v')m.scale.set(1,s2,1); else m.scale.set(s2,1,1);
});
}
const st=STAGES[si];
if(si!==lastStage){lastStage=si;plaqueEl.textContent=st.cn;}
const frac=Math.min(1,tt/DUR);
fillEl.style.width=(frac*100)+'%';
pctNum.textContent=Math.round(frac*100);
pctEl.classList.toggle('done',tt>=DUR-0.001);
timeEl.textContent=tt.toFixed(2)+' / '+DUR.toFixed(2);
placePlaque(h);
}
const _v=new T.Vector3();
function placePlaque(h){
_v.set(0,Math.max(0.4,h),0).project(camera);
plaqueEl.style.left=((_v.x*0.5+0.5)*innerWidth)+'px';
const py=(-_v.y*0.5+0.5)*innerHeight;
plaqueEl.style.top=Math.max(76,Math.min(innerHeight-84,py))+'px';
}
function applyStyle(i){
styleIdx=((i%STYLES.length)+STYLES.length)%STYLES.length;
const st=STYLES[styleIdx];
if(modelGroup){modelGroup.traverse(o=>{if(o.geometry)o.geometry.dispose();});scene.remove(modelGroup);}
modelGroup=st.build();scene.add(modelGroup);
CAPS=st.caps;
STAGES=st.stages.map((x,k)=>({t:STAGE_T[k],cn:x[0],to:x[1]}));
buildScaffolds(st.scaf);
document.getElementById('styleBtn').textContent='STYLE / '+st.id;
lastStage=-1;playing=true;applyTime(0);
}
/* ------------------------------------------------------------------ *
* 7. camera, controls, loop
* ------------------------------------------------------------------ */
const CAM_D=80,CAM_H=7.0,UNITS_TALL=16.4;
let orbAz=0.0,orbEl=0.045,curAz=0,curEl=0.045,zoomT=1,zoom=1;
const EL_MIN=-0.03,EL_MAX=0.55,ZMIN=0.6,ZMAX=2.2;
function placeCamera(k){
curAz+=(orbAz-curAz)*k;
curEl+=(Math.max(EL_MIN,Math.min(EL_MAX,orbEl))-curEl)*k;
zoom+=(zoomT-zoom)*k;
const ce=Math.cos(curEl),se=Math.sin(curEl);
camera.position.set(CAM_D*ce*Math.sin(curAz),CAM_H+CAM_D*se,CAM_D*ce*Math.cos(curAz));
camera.lookAt(0,CAM_H,0);
const vNeed=UNITS_TALL, hNeed=10.4/Math.max(0.2,camera.aspect);
camera.fov=2*Math.atan((Math.max(vNeed,hNeed)/2)/CAM_D/zoom)*180/Math.PI;
camera.updateProjectionMatrix();
}
function layout(){
renderer.setSize(innerWidth,innerHeight,false);
camera.aspect=innerWidth/innerHeight;placeCamera(1);
}
addEventListener('resize',layout);
/* an embedded or background browser view can report a zero-size viewport at
load, and a resize event never comes. Re-layout whenever the size the page
reports stops matching the size the renderer was built for. */
let _lw=0,_lh=0;
function checkSize(){
const w=innerWidth,h=innerHeight;
if(w>0&&h>0&&(w!==_lw||h!==_lh)){_lw=w;_lh=h;layout();}
}
const ptrs=new Map();
let dragging=false,lastX=0,lastY=0,pinchD=0,pinchZ=1;
const dist=()=>{const a=[...ptrs.values()];return Math.hypot(a[0].x-a[1].x,a[0].y-a[1].y);};
cvs.addEventListener('pointerdown',e=>{
ptrs.set(e.pointerId,{x:e.clientX,y:e.clientY});
try{cvs.setPointerCapture(e.pointerId);}catch(_){}
if(ptrs.size===2){dragging=false;pinchD=dist();pinchZ=zoomT;return;}
dragging=true;lastX=e.clientX;lastY=e.clientY;cvs.classList.add('drag');
});
cvs.addEventListener('pointermove',e=>{
if(ptrs.has(e.pointerId))ptrs.set(e.pointerId,{x:e.clientX,y:e.clientY});
if(ptrs.size>=2){const d=dist();if(pinchD>8)zoomT=Math.max(ZMIN,Math.min(ZMAX,pinchZ*(d/pinchD)));return;}
if(!dragging)return;
orbAz-=(e.clientX-lastX)*0.0062;
orbEl=Math.max(EL_MIN,Math.min(EL_MAX,orbEl-(e.clientY-lastY)*0.0042));
lastX=e.clientX;lastY=e.clientY;
});
function end(e){
if(e&&ptrs.has(e.pointerId))ptrs.delete(e.pointerId);
if(ptrs.size<2)pinchD=0;
if(ptrs.size===0){dragging=false;cvs.classList.remove('drag');}
else{const a=[...ptrs.values()][0];lastX=a.x;lastY=a.y;dragging=true;}
}
cvs.addEventListener('pointerup',end);cvs.addEventListener('pointercancel',end);
cvs.addEventListener('wheel',e=>{
e.preventDefault();
const d=e.deltaMode===1?e.deltaY*16:e.deltaY;
zoomT=Math.max(ZMIN,Math.min(ZMAX,zoomT*Math.exp(-d*0.0016)));
},{passive:false});
const track=document.getElementById('track');
function seekFrom(ev){
const r=track.getBoundingClientRect();
lastStage=-1;playing=false;
applyTime(Math.max(0,Math.min(1,(ev.clientX-r.left)/r.width))*DUR);
}
track.addEventListener('pointerdown',e=>{seekFrom(e);try{track.setPointerCapture(e.pointerId);}catch(_){}});
track.addEventListener('pointermove',e=>{if(e.buttons&1)seekFrom(e);});
document.getElementById('rebuildBtn').addEventListener('click',()=>{lastStage=-1;playing=true;applyTime(0);});
document.getElementById('styleBtn').addEventListener('click',()=>applyStyle(styleIdx+1));
const scafBtn=document.getElementById('scafBtn');
scafBtn.addEventListener('click',()=>{
scafOn=!scafOn;scafBtn.textContent='SCAFFOLD / '+(scafOn?'ON':'OFF');applyTime(t);
});
applyStyle(0);layout();
let prev=performance.now(),frames=0,acc=0,fps=0;
(function frame(now){
const dt=Math.min(0.05,(now-prev)/1000);prev=now;
checkSize();
if(playing){let nt=t+dt;if(nt>=DUR){nt=DUR;playing=false;}applyTime(nt);}
placeCamera(1-Math.pow(0.0012,dt));
placePlaque(CLIP.constant);
renderer.render(scene,camera);
frames++;acc+=dt;
if(acc>0.5){fps=Math.round(frames/acc);frames=0;acc=0;}
requestAnimationFrame(frame);
})(performance.now());
window.__seek=v=>{lastStage=-1;playing=false;applyTime(Math.max(0,Math.min(DUR,v)));
placeCamera(1);renderer.render(scene,camera);};
window.__style=i=>{applyStyle(i);placeCamera(1);renderer.render(scene,camera);};
window.__orbit=(a,e)=>{orbAz=a;orbEl=e;placeCamera(1);renderer.render(scene,camera);};
window.__stats=()=>({fps,tri:renderer.info.render.triangles,calls:renderer.info.render.calls,
style:STYLES[styleIdx].id,stage:STAGES[stageIndexAt(t)].cn,clip:+CLIP.constant.toFixed(2)});
window.__scene=scene;window.__camera=camera;window.__renderer=renderer;
})();
</script>
</body>
</html>
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Needs: Needs Node.js
Security
What our scanner noticed· Low risk
- Scripts that your agent may run
This skill includes scripts that your agent may run. Read them before you use it.
A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.
Attribution and licence
- Created by
- Meng To
- Publisher
- Meng To (Community)
- Source
- MengTo/Skills · agent-skills/web-design/threejs-towers · commit 5ea1661
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Meng To or Meng To.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download threejs-towers.zip