Web Clone
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
Build PolyCSS scenes that render 3D meshes, primitive shapes, or custom polygons as DOM/CSS polygon elements.
$ npx skills add layoutit/polycss --skill polycss -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install layoutit/polycss polycss --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/layoutit/polycss.git skills-src && mkdir -p .claude/skills && cp -r skills-src/website/public .claude/skills/polycss && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "polycss" agent skill from https://github.com/layoutit/polycss/tree/main/website/public into .claude/skills/polycss/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "polycss", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/layoutit/polycss/tree/main/website/publicType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add layoutit/polycss --skill polycss -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install layoutit/polycss polycss --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/layoutit/polycss.git skills-src && mkdir -p .agents/skills && cp -r skills-src/website/public .agents/skills/polycss && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "polycss" agent skill from https://github.com/layoutit/polycss/tree/main/website/public into .agents/skills/polycss/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "polycss", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add layoutit/polycss --skill polycss -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install layoutit/polycss polycss --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/layoutit/polycss.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/website/public .cursor/skills/polycss && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "polycss" agent skill from https://github.com/layoutit/polycss/tree/main/website/public into .cursor/skills/polycss/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "polycss", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/layoutit/polycss.git --path website/public--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add layoutit/polycss --skill polycss -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install layoutit/polycss polycss --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/layoutit/polycss.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/website/public .gemini/skills/polycss && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "polycss" agent skill from https://github.com/layoutit/polycss/tree/main/website/public into .gemini/skills/polycss/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "polycss", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install layoutit/polycss polycssInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add layoutit/polycss --skill polycss -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/layoutit/polycss.git skills-src && mkdir -p .github/skills && cp -r skills-src/website/public .github/skills/polycss && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "polycss" agent skill from https://github.com/layoutit/polycss/tree/main/website/public into .github/skills/polycss/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "polycss", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add layoutit/polycss --skill polycss -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install layoutit/polycss polycss --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/layoutit/polycss.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/website/public .opencode/skills/polycss && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "polycss" agent skill from https://github.com/layoutit/polycss/tree/main/website/public into .opencode/skills/polycss/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "polycss", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
polycssBuild PolyCSS scenes that render 3D meshes, primitive shapes, or custom polygons as DOM/CSS polygon elements.
Polycss is an agent skill from layoutit/polycss. Build PolyCSS scenes that render 3D meshes, primitive shapes, or custom polygons as DOM/CSS polygon elements. Use when asked to create, port, debug, or explain PolyCSS code in vanilla JavaScript, React, or Vue.
Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 645 other files (for example `gallery/apple.json`, `gallery/blank.json` and `gallery/cat.json`).
It sits in Game Development, covering 3D graphics and WebGL and CSS and styling. It works with React, Vue.js, JavaScript and Three.js. The repository describes itself as: A CSS 3D engine for the DOM. Renders polygon meshes in HTML by leveraging matrix3d transforms. The licence is MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 04a1b66. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are typescript and html).
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
esm.shAlso links to:
polycss.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Polycss loads about 2.4k tokens when it runs. Until then it costs about 55 tokens; SKILL.md has 809 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from layoutit/polycss at commit 04a1b66, republished under its MIT licence (© layoutit). 809 words, ~2,401 tokens.
.claude/skills/polycss/SKILL.md (or your agent's skills folder). This skill also uses 641 other files; get the full folder from GitHub.PolyCSS renders 3D polygon meshes as real DOM elements transformed with CSS
matrix3d(...). No WebGL, no canvas-per-frame. It supports OBJ/MTL, STL,
glTF/GLB, VOX, generated primitives, colors, textures, dynamic lighting,
shadows, controls, selection, animation, and per-polygon interaction.
Use native PolyCSS when authoring PolyCSS-first scenes. Use the Three.js parity API when porting Three.js code or generating code from Three-shaped examples.
Read the file that matches the task before writing non-trivial code.
| File | Read it when |
|---|---|
| docs/authoring-polygons.md | Generating Polygon[] by hand. Winding, color format, coplanarity, the optimizer. Silent-failure rules. |
| docs/scenes-and-cameras.md | Setting up a scene, camera props, scene options, custom elements, coordinates. |
| docs/shapes-and-primitives.md | Boxes, spheres, planes, Platonic solids, raw polygon generators. |
| docs/loading-models.md | loadMesh, <PolyMesh src>, OBJ/MTL/STL/glTF/GLB/VOX, parse options. |
| docs/lighting.md | Directional/ambient/point lights, baked vs dynamic, rebaking. |
| docs/shadows.md | castShadow, receiveShadow, parametric shadows, renderer differences. |
| docs/textures.md | UV textures, the atlas pipeline, texture quality, presentation options. |
| docs/controls-and-interaction.md | Orbit/map/first-person controls, selection, transform gizmos, click handlers. |
| docs/animation.md | Skeletal clips from glTF/GLB, usePolyAnimation, stable DOM. |
| docs/performance.md | Leaf counts, render strategies, atlas memory, voxel fast paths. |
| docs/three-parity.md | Porting Three.js scenes through the */three subpaths. |
| docs/troubleshooting.md | Something renders wrong. Symptom → cause table. |
| docs/api-index.md | "Does this export exist?" Package-by-package export inventory. |
| Package | Use |
|---|---|
@layoutit/polycss | Vanilla + custom elements. Re-exports all of core. |
@layoutit/polycss-react | React components and hooks. Re-exports core. |
@layoutit/polycss-vue | Vue 3 mirror of React. Re-exports core. |
@layoutit/polycss-core | Pure math and parsers, zero browser globals (Node, workers). |
@layoutit/polycss-fonts | Text → extruded 3D Polygon[]. |
@layoutit/polycss-morph | Prepared models with retained DOM, morphs, skinning, playback. |
React and Vue depend on core only, so do not import renderer or component
APIs from @layoutit/polycss in a React or Vue app — use the framework
package, and take anything it does not re-export from @layoutit/polycss-core.
The one documented exception is exportPolySceneSnapshot, which lives only in
@layoutit/polycss because it is browser DOM serialization rather than
component API; React and Vue callers import it from there and pass the rendered
element. See docs/api-index.md.
The public API is mirrored between React and Vue: same names, same defaults, idiomatic differences only (refs vs reactives).
import {
createPolyCamera,
createPolyPerspectiveCamera,
createPolyScene,
createPolyOrbitControls,
createPolyBox,
createPolyPlane,
loadMesh,
} from "@layoutit/polycss";import {
PolyCamera,
PolyPerspectiveCamera,
PolyScene,
PolyMesh,
PolyGround,
PolyOrbitControls,
Poly,
} from "@layoutit/polycss-react"; // or "@layoutit/polycss-vue"[x, y, z] with +Z up. World Y maps
to CSS X (screen-right at identity rotation) and world X to CSS Y
(screen-down); the default camera (rotX: 65, rotY: 45) presents that as an
isometric view.rotX, rotY.zoom is on-screen CSS pixels per world unit (default 0.65; orbit controls
clamp to 0.1–10 by default). BASE_TILE (50) is the world-unit → CSS px
factor; you need it when converting world units to raw CSS pixels yourself —
e.g. <poly-iframe width> mounts a document width × 50 px wide.PolyCamera / createPolyCamera are orthographic by default (this
deliberately diverges from three.js). Use PolyPerspectiveCamera /
createPolyPerspectiveCamera for depth foreshortening.perspective
only applies to descendants.Poly prefixing is a convention
for newer renderer-facing components, hooks and types — not a description of
the export inventory. Plenty of public names have no prefix: loadMesh,
parseObj / parseStl / parseGltf / parseVox, every *Polygons
generator, BASE_TILE, LoopOnce / LoopRepeat / LoopPingPong, the
generic math types (Vec2, Vec3, Polygon), and the vanilla factories
createSelect and createTransformControls. The */three subpaths use
Three-compatible names deliberately. Check
docs/api-index.md rather than guessing.A Polygon is a plain object; vertices is the only required field.
interface Polygon {
vertices: [number, number, number][]; // 3+ points, CCW seen from outside
color?: string; // hex or rgb()/rgba() ONLY
texture?: string; // image URL
uvs?: [number, number][]; // one per vertex
material?: PolyMaterial; // shared material; material.texture wins over `texture`
data?: Record<string, string | number | boolean>; // → data-* attributes
}These constraints fail with no throw and no console warning:
(v1-v0) × (v2-v0)), and PolyCSS backface-culls every leaf.
Wind counter-clockwise as seen from the side you want to look at.color is not a full CSS color. Only #rgb, #rrggbb, rgb(), and
rgba() parse. "tomato", hsl(), and color() render white.merge: true,
meshResolution: "lossy"). Pass { merge: false } to render your array
as authored.Read docs/authoring-polygons.md in full before generating geometry — it covers per-parser winding behaviour, which entry points normalize, and the exact optimizer thresholds.
Vanilla:
const camera = createPolyCamera({ rotX: 65, rotY: 45 });
const scene = createPolyScene(document.getElementById("host")!, {
camera,
textureLighting: "dynamic",
directionalLight: { direction: [0.5, -0.6, 0.7], color: "#ffffff", intensity: 1 },
ambientLight: { color: "#ffffff", intensity: 0.35 },
});
createPolyOrbitControls(scene, { drag: true, wheel: true });
scene.add(createPolyBox({ size: 100, color: "#ffd166" }), { position: [0, 0, 50] });
scene.add(await loadMesh("/model.glb"), { castShadow: true });
// Vanilla has no ground fallback — a caster needs an explicit receiver.
scene.add(createPolyPlane({ axis: 2, size: 60, offset: 0, color: "#7d848e" }), { receiveShadow: true });React (Vue mirrors this with kebab-case props):
<PolyCamera rotX={65} rotY={45}>
<PolyScene
textureLighting="dynamic"
ambientLight={{ intensity: 0.35 }}
directionalLight={{ direction: [0.5, -0.6, 0.7], intensity: 1 }}
>
<PolyOrbitControls drag wheel />
<PolyMesh src="/model.glb" autoCenter castShadow />
<PolyGround size={8} />
{polygons.map((p, i) => <Poly key={i} {...p} onClick={() => select(i)} />)}
</PolyScene>
</PolyCamera>Custom elements (no build step):
<script type="module" src="https://esm.sh/@layoutit/polycss/elements"></script>
<poly-camera rot-x="65" rot-y="45">
<poly-scene>
<poly-orbit-controls drag wheel></poly-orbit-controls>
<poly-mesh src="/model.glb"></poly-mesh>
</poly-scene>
</poly-camera>matrix3d, one paint. Halving polygon count beats every other
optimisation.requestAnimationFrame loop to update many leaves. Camera,
mesh, and light motion are single-ancestor CSS updates. If you find yourself
writing a per-frame loop over polygons, you are fighting the engine.textureLighting: "dynamic" for live or animated lights (zero JS
per light change). Prefer "baked" for point lights and maximum fidelity.scene.destroy() and result.dispose() release atlas blob URLs. The mesh
element and usePolyMesh do it for you.Full documentation: https://polycss.com
© layoutit, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 641 other files in website/public of layoutit/polycss.
Open the folder on GitHubat commit 04a1b66
Polycss next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Polycss this skilllayoutit/polycss | 757 | — | ~2.4k | Automated safety check: Pass | MIT | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin | 488 | — | ~2.8k | Automated safety check: Pass | GPL-3.0 | |
| Improve Threejsmillionco/react-doctor | 15k | — | ~2.3k | Automated safety check: Pass | Custom licence | |
| Phantom Motionpixelxzen/phantom-motion | 185 | — | ~1k | Automated safety check: Pass | Apache-2.0 |
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
jasonjgardner/blockbench-mcp-plugin
Blockbench plugin/extension development for the 3D modeling tool.
millionco/react-doctor
Audit and fix Three.js and React Three Fiber apps for frame-loop performance, GPU memory leaks, scene-graph correctness, and visual defects like z-fighting, shadow acne, wrong color space, and…
pixelxzen/phantom-motion
交互式动态视觉叙事生成器 v11.0 (Hybrid Drive Edition)。基于用户输入的任意主题关键词, 通过多轮交互式对话收集需求,利用 React 19 + Tailwind 4 驱动的 Minimal Mono 极简编辑器, 实时操纵隔离在 Iframe 中的硬核 GSAP/WebGL 影视级叙事引擎。
v2space-labs/shader-for-interfaces
Decides whether an interface effect belongs in CSS, SVG, Canvas 2D, WebGL or WebGPU, then builds, debugs and visually verifies focused GPU effects inside product UIs.
layoutit/polycss
Capture and analyze Chrome/Chromium performance traces with Playwright around a concrete browser interaction.
layoutit/polycss
A skill your agent uses when hunting for OBJ/GLB/glTF/VOX parser compatibility issues by streaming candidate models, parsing each immediately, deleting clean files, and retaining only actionable…
Works with
Categories
Build PolyCSS scenes that render 3D meshes, primitive shapes, or custom polygons as DOM/CSS polygon elements. Polycss is an agent skill from layoutit/polycss. Build PolyCSS scenes that render 3D meshes, primitive shapes, or custom polygons as DOM/CSS polygon elements.
Polycss fits situations like: asked to create; explain PolyCSS code in vanilla JavaScript.
Run `npx skills add layoutit/polycss --skill polycss -a claude-code`. Or copy the skill folder (website/public in layoutit/polycss) into .claude/skills/polycss in your project. Claude Code loads it when a task matches its description.
Run `npx skills add layoutit/polycss --skill polycss -a codex`. Or copy the skill folder (website/public in layoutit/polycss) into .agents/skills/polycss in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add layoutit/polycss --skill polycss -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/polycss, .gemini/skills/polycss, .github/skills/polycss and .opencode/skills/polycss in your project.
SKILL.md names no scripts, command-line tools or credentials: Polycss is instructions for the agent only.
SKILL.md names 2 domains. In commands or code: esm.sh; the agent is likely to contact it when it follows the instructions. As links in the text: polycss.com. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Polycss is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.4k tokens (SKILL.md is roughly 9.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Polycss: Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), New Experiment (Tresjs/tres, 3.8k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 488 stars) and Improve Threejs (millionco/react-doctor, 15k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
layoutit (a GitHub organization) maintains it in layoutit/polycss, which has 757 GitHub stars. The repository holds 3 skills in this directory. The repository was last updated on August 25, 2026.
Source: layoutit/polycss on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.