Build Wireframe Scan Reveal
Meng ToCommunityCreated by Meng To
- Skill
- Tool integration
- 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 technique for revealing 3D geometry in Three.js using a world-space wavefront scan. By synchronizing a temporary wireframe cage with a solid mesh, the effect creates a sophisticated entrance animation where the topology is previewed before the solid surface is rendered. The approach involves shared uniforms for scan origin and radius, custom fragment shaders for discarding pixels, and careful lifecycle management to ensure performance and accessibility.
What it does
- Synchronizes a wireframe cage and solid mesh using shared world-space scan uniforms.
- Uses custom GLSL fragment shaders to discard solid geometry behind the scan front.
- Applies additive blending and depth-testing logic to render the leading wireframe cage.
- Provides timing and easing parameters for smooth, non-linear scan progression.
- Includes lifecycle management to dispose of temporary wireframe resources after the reveal.
- Implements accessibility features like reduced-motion support and proper ARIA labeling.
When to use it
- When you need to introduce 3D models with a high-tech or holographic aesthetic.
- When a simple opacity wipe fails to clearly communicate the form or topology of a 3D object.
- When building survey pulses, topology intros, or complex 3D model entrances.
- When you want to guide the user's eye across a 3D scene using a procedural scan effect.
Advantages
- Provides a clear visual explanation of 3D form through topology previewing.
- Avoids the visual monotony of standard opacity-based reveals.
- Optimized for performance by disposing of temporary wireframe geometry post-animation.
- Includes robust handling for responsive resizing and viewport visibility changes.
Usage examples
- “How do I implement a wireframe scan reveal for my Three.js model?”
- The agent provides the GLSL shader logic for the discard branch and the JavaScript setup for synchronizing the wireframe and solid mesh materials using shared uniforms.
- “How should I handle the wireframe cage lifecycle in Three.js?”
- The agent explains how to dispose of the temporary LineSegments geometry and material once the scan radius reaches the maximum extent to prevent memory leaks.
Install
1 of its files are not mirrored here, so install it from its source:
https://github.com/MengTo/Skills/tree/5ea1661a0e05d82b054553daaa6baf6d0233c33c/agent-skills/web-design/build-wireframe-scan-reveal
Documentation by Meng To
Build a Wireframe Scan Reveal
Make one world-space wavefront conduct both representations: draw topology at the front, hold the solid behind it, then remove the temporary cage. Reach for technical-wireframe-info-layout when wireframe is the page's permanent visual language; reach for animation-on-scroll when the conductor is DOM scroll rather than a 3D wave.
Extracted from inner-green-3d.html, where a survey pulse had to grow a procedural moss root through cards and type without reading as a circular mask.
Pair two representations
Create the solid mesh and a temporary LineSegments cage from the same source geometry. Share uScanOrigin, uScanRadius, and time between their materials. Keep both in world space; local-space distance changes when a group is scaled or nested and tears the two fronts apart.
Discard the solid beyond the front, with a lag that leaves the cage visible first:
uniform vec3 uScanOrigin;
uniform float uScanRadius;
uniform float uScanEnabled;
bool unscanned(vec3 worldPosition, float lag) {
if (uScanEnabled < 0.5) return false;
float wobble =
sin(worldPosition.y * 0.011 + worldPosition.x * 0.007) * 36.0
+ sin(worldPosition.z * 0.021 + worldPosition.y * 0.013) * 17.0;
return distance(worldPosition, uScanOrigin)
> uScanRadius - lag + wobble;
}
// In the solid fragment shader:
if (unscanned(vWorldPosition, 520.0)) discard;Use one origin outside the silhouette, usually low and left. A centered origin reads as a loading ring. Keep the two long sine terms; a perfectly circular front reads as a clip-path, while high-frequency noise makes the edge sparkle.
Make the cage ride the front
Measure each line fragment against the same radius:
float distanceFromOrigin = distance(vWorldPosition, uScanOrigin);
float rim = exp(-pow((distanceFromOrigin - uScanRadius) / 135.0, 2.0));
float trail = smoothstep(uScanRadius, uScanRadius - 950.0, distanceFromOrigin);
float alpha = (rim * 1.60 + trail * 0.34) * uWireOpacity;Use additive blending, transparent: true, depthWrite: false, and a pale version of the scene accent. Keep depth testing on unless the cage must read through the object. Turning depth test off exposes the back half of dense topology and produces a bright unreadable ball.
Animate one conductor
Use the landed timing as a starting point:
| parameter | default | failure prevented |
|---|---|---|
| duration | 3.4 s | a fast reveal reads as a flash |
| radius easing | 1 - (1 - t)^1.35 | linear travel stalls visually near the far corner |
| solid lag | 520 world units | zero lag makes wire and fill arrive as one wipe |
| rim width | 135 units | a narrow rim aliases; a wide rim becomes fog |
| wire trail | 950 units | no trail hides topology before it can be read |
| wire fade | smoothstep(.72, 1, t) | persistent cage competes with the finished surface |
| radius reach | scene diagonal × 1.3 + 900 | the far corner remains clipped after completion |
Snap the cage on over the first 6% of the timeline, then fade it during the final 28%:
const e = Math.min(1, elapsed / 3.4);
scanRadius.value = easeOutPow(e) * maxRadius;
wireOpacity.value = Math.min(1, e / 0.06) * (1 - smoothstep(0.72, 1, e));At completion, disable the discard branch, remove the cage, and dispose its geometry and material. Hiding it with opacity leaves duplicate geometry and shader work alive for the rest of the page.
Stage and size the scan
Resolve maxRadius after layout and after parent matrices update. Use a ResizeObserver, guard zero-sized roots, update the camera projection, then recompute the origin and farthest reach. A one-time measurement before fonts or layout settle leaves the last corner unrevealed.
Keep the demo's scene recognisable: grey-green field, bottom light pool, white editorial type, pale cards, and the root-shaped form. The staging belongs in the demo; the reusable skill is only the paired representations and shared conductor.
Respect motion and lifecycle
Under
prefers-reduced-motion: reduce, render a designed diagnostic still at about 62% radius with both cage and solid visible. Let the replay control recompose that still and announce the state; do not hide the scene.Clamp
dtto 1/30 s. Reset the time base after a hidden tab or offscreen section resumes.Pause on
document.hiddenand when anIntersectionObserversays the section is offscreen.Cap device pixel ratio at 2.
Expose replay as a real button with visible focus and an
aria-livestatus. Keep the canvasaria-hiddenwhen it is decorative.On teardown, cancel the frame, disconnect observers, remove listeners, and dispose geometry, materials, textures, and the renderer.
State the cost honestly
The temporary second representation and its line coverage are the real cost. Topology density and overdraw matter more than the radius math. Build the wire cage only for the entrance, use the coarsest edge graph that preserves the silhouette, and dispose it as soon as the scan finishes. Do not claim a performance gain without profiling GPU frame time before and during the cage pass.
Verify
Compare the opening, midpoint, and completed states with the source at 1440×900.
Confirm the cage leads the solid everywhere, including scaled child groups.
Fast-forward across completion and verify no clipped islands remain.
Replay twice and confirm only one frame loop and one cage survive.
Resize during the scan at 390×844 and 1440×900.
Tab to replay and confirm visible focus and a live status update.
Test
?reduced=1or system reduced motion: composed still, no advancing radius.Hide/show the tab and leave/re-enter the viewport; confirm no time jump.
Confirm a clean console and disposed cage resources after completion.
Use demo/index.html as the working proof and demo/PROMPT.md to recreate or remix it.
Files
- ATTRIBUTION.mdAdded by AutoGineer876 B
- LICENSELicence file added by AutoGineer1.0 KiB
- SKILL.md6.2 KiB
- agents/openai.yaml235 B
- demo/PROMPT.md1.7 KiB
- demo/assets/card-ethos.jpg309.3 KiB
- demo/assets/lexend-latin.woff2(opens on GitHub)Not mirrored: opens on GitHub38.8 KiB
- demo/assets/three.min.jsScript593.8 KiB
- demo/index.html13.3 KiB
- demo/preview.jpg154.4 KiB
agents/openai.yaml
interface: display_name: "Wireframe Scan Reveal" short_description: "Reveal geometry with a leading wire scan" default_prompt: "Use $build-wireframe-scan-reveal to reveal this 3D form with a wire cage leading the solid surface."
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/build-wireframe-scan-reveal · 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.
Get it from the source
1 of this skill’s files are not mirrored here, so there is no ZIP. Get the complete skill from its source: MengTo/Skills