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melonjs/melonjs-3d-assets

このスキルは、melonJSに3Dモデルを読み込む際に使用します。glTF/GLBシーン、OBJ/MTLモデル、マテリアル、インポートしたライト、ノードアニメーション、グラウンドシャドウ、GPUインスタンシングなどをサポートします。

melonjs-3d-assets とは?

このスキルは、melonJSゲームエンジンに3Dアセットをロードするための包括的なガイドです。glTFバイナリ(.glb)とテキストベース(.glTF)の両方、さらにOBJ/MTLモデル形式をサポートし、マテリアル、インポートしたライト、ノードアニメーション、グラウンドシャドウ、GPUインスタンシングなど、幅広い3D機能をカバーします。主な機能として、`level.load`オプション(例えば、非同期ロード用の`async`フラグや、左手系/右手系座標変換のための`rightHanded`オプション)の詳細な説明が含まれます。また、`EXT_mesh_gpu_instancing`や`KHR_lights_punctual`のような拡張機能、スキニングアニメーション、BlenderからmelonJSへの推奨エクスポート設定、`castGroundShadow`や`shadowGroundY`などの影設定についても解説します。このスキルは、melonJSプロジェクトで3Dモデルを効率的にロード・管理したい開発者にとって不可欠であり、ローダーがサポートする機能としない機能を明確に示すことで、問題解決を支援します。トリガーワードには、glTF、glb、OBJ、MTL、3Dモデル、`level.load`、`rightHanded`、`EXT_mesh_gpu_instancing`などが含まれます。

対応~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/melonjs/melonJS/tree/master/packages/melonjs/skills/melonjs-3d-assets

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ドキュメント

melonjs-3d-assets は何をしますか?

3DモデルをmelonJSにロードする際にこのスキルを使用します。glTFおよびGLBシーン、OBJ/MTLモデル、マテリアル、インポートされたライト、ノードアニメーション、グラウンドシャドウ、GPUインスタンシングをカバーします。level.loadのオプション(asyncフラグ、rightHanded変換、ローダーがサポートするものとしないものの詳細)を含みます。以下のキーワードでトリガーされます: glTF, gltf, glb, OBJ, MTL, 3D model, getGLTF, getOBJ, getMTL, GLTFModel, GLTFScene, level.load glb, rightHanded, lightIntensityScale, castGroundShadow, shadowGroundY, EXT_mesh_gpu_instancing, KHR_lights_punctual, skinning, Blender export, 3D asset。

Individual skills in this repo

This repo contains 10 individual skills — each has its own dedicated page.

melonjs/melonjs-3d

Use this skill for anything 3D or 2.5D in melonJS — Camera3d, Mesh, InstancedMesh, Sprite3d billboards, Light3d, ground shadows, glTF/GLB scenes, and depth sorting. Covers the Y-down/+Z-forward convention that is the inverse of OpenGL, the cameraClass opt-in, clip planes, and what does not work on the Canvas fallback. Triggers on: Camera3d, Mesh, InstancedMesh, Sprite3d, Light3d, billboard, glTF, glb, 3D, 2.5D, depth, cameraClass, fov, setClipPlanes, setFog, fog, distance fog, height fog, heightFalloff, transparent, transparency, alpha, blendMode, fade, castGroundShadow, lit.

melonjs/melonjs-camera-and-drawing

Use this skill for camera control and immediate-mode drawing in melonJS — following a target, viewport bounds, shake and fade, secondary cameras, and drawing shapes, lines and gradients inside a custom draw(). Covers world versus screen coordinate conversion, clipping and masking, and baking with CanvasRenderTarget. Triggers on: Camera2d, viewport, follow, setBounds, shake, fadeIn, fadeOut, worldToLocal, localToWorld, colorMatrix, renderer.fill, renderer.stroke, Rect, Ellipse, Polygon, Line, Gradient, clipRect, mask, CanvasRenderTarget, NoiseTexture2d.

melonjs/melonjs-effects-and-shaders

Use this skill for post-processing effects, custom shaders, blend modes and colour grading in melonJS. Covers the built-in ShaderEffect presets, addPostEffect on renderables and cameras, writing a custom dual-language GLSL/WGSL effect, the screen_texture builtins, and why effects silently do nothing on the Canvas fallback. Triggers on: ShaderEffect, addPostEffect, removePostEffect, getPostEffect, VignetteEffect, GlowEffect, BlurEffect, PixelateEffect, ScanlineEffect, shader, GLSL, WGSL, uniform, setUniform, setTexture, setTime, blendMode, colorMatrix, screen_texture, toFrameTexture, post effect, filter.

melonjs/melonjs-loading-assets

Use this skill for loading and managing game assets in melonJS — the resource descriptor format, the full asset type list, preload versus load, retrieving loaded assets, base URLs and cross-origin settings, and the loading screen. Triggers on: loader, loader.preload, loader.load, resources, getImage, getJSON, getTMX, getGLTF, getVideo, getFont, setBaseURL, setOptions, crossOrigin, withCredentials, credentials, cookies, authenticated assets, CORS, asset, preload, LOADER_COMPLETE, loading screen, unload.

melonjs/melonjs-performance

Use this skill when a melonJS game drops frames, allocates heavily, or needs to scale to many objects. Covers object pooling, draw-call batching, atlases, baking with CanvasRenderTarget, instancing, culling and alwaysUpdate, the debug plugin, and where the real costs are. Triggers on: performance, slow, frame rate, fps, lag, pool, pool.register, pool.pull, batching, draw calls, InstancedMesh, culling, alwaysUpdate, inViewport, CanvasRenderTarget, optimise, profiling, debug plugin, memory.

melonjs/melonjs-physics

Use this skill for collision, physics bodies, movement, and spatial queries in melonJS — the built-in SAT world and the planck/matter adapters. Covers bodyDef vs Body, collision types and masks, the collision callback family and their firing rules, raycast/queryAABB/querySphere, and the behaviour differences between adapters. Triggers on: Body, bodyDef, collision, collisionType, collisionMask, onCollision, onCollisionStart, onCollisionActive, raycast, queryAABB, querySphere, PlanckAdapter, MatterAdapter, gravity, velocity, applyForce, isGrounded, SAT.

melonjs/melonjs-renderables

Use this skill when subclassing Renderable, writing a custom draw() method, handling pointer or click events on game objects, applying post effects and shaders, or controlling draw order. Covers the pos-relative draw contract, isKinematic and input, addPostEffect vs the deprecated shader property, and z-ordering. Triggers on: Renderable, extends Renderable, draw(, update(, isKinematic, pointerEvent, registerPointerEvent, onClick, addPostEffect, removePostEffect, ShaderEffect, addChild, z-order, anchorPoint, floating.

melonjs/melonjs-renderer-backends

Use this skill when a feature works on one machine and not another, when choosing or pinning a renderer, or when writing code that must degrade gracefully. Covers the WebGPU to WebGL 2 to Canvas fallback ladder, what each backend supports, capability detection, and the subsystems that warn once and then stop working on Canvas. Triggers on: video.AUTO, video.WEBGPU, video.WEBGL, video.CANVAS, renderer.type, supportsDepthBuffer, shaderLanguage, WebGPU, WebGL2, Canvas fallback, context loss, backen

melonjs/melonjs-scenes-and-state

Use this skill for scene structure and game flow in melonJS — Stage subclasses, the state manager, transitions, pausing, the update loop, timers and tweens. Covers onResetEvent versus the constructor, state.set before state.change, the camera and world lifecycle per stage, and pause-aware timing. Triggers on: Stage, state, state.set, state.change, state.transition, state.pause, onResetEvent, onDestroyEvent, onActivateEvent, onDeactivateEvent, PLAY, MENU, LOADING, update loop, GAME_UPDATE, timer, setTimeout, setInterval, Tween, freeze.

melonjs/melonjs-ui-and-text

Use this skill for HUDs, buttons, menus, dialogue panels and on-screen text in melonJS. Covers UIBaseElement/UISpriteElement/UITextButton, Draggable and DropTarget, the floating screen-space container pattern, Text and BitmapText, web font loading, and NineSliceSprite panels. Triggers on: UI, HUD, button, UIBaseElement, UISpriteElement, UITextButton, Draggable, DropTarget, menu, dialogue, Text, BitmapText, font, fontface, wordWrapWidth, NineSliceSprite, score display, floating.

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