---
title: "3D maths: Phaser AE API 3.0.0-1"
package: "@phaser-ae/kernel"
version: 3.0.0-1
released: 2026-10-14
updated: 2026-10-17
description: "pure 3D maths (matrices, rays, quaternions, directions) and the three drag conventions"
url: https://phaser.io/kernel/docs/3.0.0-1/maths3d
site: Phaser - https://phaser.io
---

# 3D maths

pure 3D maths (matrices, rays, quaternions, directions) and the three drag conventions. Kernel 3.0.0-1, from `engine/kernel/src/maths3d.ts`, `engine/kernel/src/controls3d.ts`.

## Functions

### `backward`

```ts
function backward(yaw: number, pitch = 0): { x: number; y: number; z: number }
```

*From* `@phaser-ae/kernel`

Unit BACKWARD direction — the opposite of {@link forward}. Reverse, recoil,
a chase camera's eye offset (`target − forward × distance` is the same thing
as `target + backward × distance`).

### `composeChain`

```ts
function composeChain( localX: number, localY: number, localZ: number, localYaw: number, localPitch: number, localRoll: number, parent: ParentLike | null | undefined, ): { x: number; y: number; z: number; yaw: number; pitch: number; roll: number; scale: number }
```

*From* `@phaser-ae/kernel`

Compose a child's LOCAL pose through its parent chain into world space.
Returns world position, world euler (engine order) and the accumulated
uniform scale. Guards against cycles (depth cap). Mesh parents contribute
position + rotation only — a crate's SIZE never inflates its rider;
a parent's `scale` is the deliberate scaling knob.

### `down`

```ts
function down(yaw: number, pitch = 0): { x: number; y: number; z: number }
```

*From* `@phaser-ae/kernel`

Unit DOWN direction for a yaw/pitch — the opposite of {@link up}.

### `dragToLook`

```ts
function dragToLook(d: DragDelta, sensitivity: number, invertY = false): TurnDelta
```

*From* `@phaser-ae/kernel`

LOOK — first person. Direct: the view turns the way your hand goes.

Drag RIGHT → the view turns right. Drag DOWN → the view looks down.

`invertY` is the one preference a player genuinely expects to find in a menu; nothing else here is a
matter of taste.

### `dragToOrbit`

```ts
function dragToOrbit(d: DragDelta, sensitivity: number, pitchScale = 0.8): TurnDelta
```

*From* `@phaser-ae/kernel`

ORBIT — a camera circling a subject. Grab-and-drag on the WORLD: the scene follows your hand, so the
camera travels the opposite way.

Drag RIGHT → the scene appears to rotate right (the eye orbits to the camera's left).
Drag DOWN  → the eye rises, so you look down on the subject — the same as pulling its top toward you.

`sensitivity` is radians per pixel. `pitchScale` trims the vertical rate against the horizontal, because a
screen is wider than it is tall and an equal rate feels twice as fast going up.

### `dragToSpin`

```ts
function dragToSpin(d: DragDelta, sensitivity: number, pitchScale = 0.8): TurnDelta
```

*From* `@phaser-ae/kernel`

SPIN — a model on a turntable. Grab-and-drag on the OBJECT: it follows your hand.

Drag RIGHT → the object turns right (its left face swings toward you).
Drag DOWN  → the object tips its top toward you.

The visible result matches ORBIT, which is the whole trap: the same picture, reached by turning the
object rather than the camera. Use this when the subject is one thing and the camera should stay put —
an inspector, a character select, a product view — and ORBIT when the camera is exploring a scene.

### `eulerFromBasis`

```ts
function eulerFromBasis( fx: number, fy: number, fz: number, ux: number, uy: number, uz: number, ): [number, number, number]
```

*From* `@phaser-ae/kernel`

The engine euler (yaw, pitch, roll) that points an object's local +z along `forward` and its local +y
along `up` — the pose a thing riding a curve wants, where `forward` is the tangent and `up` is the
frame's normal. `up` need not be perpendicular: the component along `forward` is removed first.

It is the way to orient anything on a path — a cart on a rail, a plane on a route, a camera on a dolly
— because a path frame gives vectors and every object wears eulers.

A frame that INVERTS (a loop) is carried correctly: the normal turns over and the roll follows it,
which is what makes a coaster train hang upside down rather than flip its yaw round.

### `eulerToQuat`

```ts
function eulerToQuat(yaw: number, pitch: number, roll: number): Quat
```

*From* `@phaser-ae/kernel`

Quaternion for the engine euler order: q = qY(yaw) · qX(pitch) · qZ(roll).
YAW HANDEDNESS: yaw is CLOCKWISE-from-above — increasing yaw turns to the
RIGHT (the mainstream / three.js / FPS sense). That is baked in here by
building qY from −yaw (sy is negated); the WGSL rotate(), forward(),
lookAtEuler(), physics and picking all share this one sign.

### `forward`

```ts
function forward(yaw: number, pitch = 0): { x: number; y: number; z: number }
```

*From* `@phaser-ae/kernel`

Unit forward direction for a yaw/pitch (engine rotate order, roll 0) — the
inverse of {@link lookAtEuler}: `forward(yaw, pitch) = (−cos p·sin y, −sin p,
cos p·cos y)`. `+Z` is forward at yaw 0; INCREASING yaw turns to the RIGHT
(mainstream / three.js / FPS). Use it for first-person movement and camera
aim.

### `frustumPlanes`

```ts
function frustumPlanes(m: Mat4): Float32Array
```

*From* `@phaser-ae/kernel`

Extract the six frustum planes of a column-major viewProj (WebGPU depth
0..1; works for PERSPECTIVE and ORTHO alike): 24 floats, [a, b, c, d] ×
(left, right, bottom, top, near, far), xyz normalised. A point is inside
a plane when a·x + b·y + c·z + d ≥ 0. Gribb–Hartmann, near plane from
the z ≥ 0 clip (not GL's z ≥ -w).

### `left`

```ts
function left(yaw: number): { x: number; y: number; z: number }
```

*From* `@phaser-ae/kernel`

Unit LEFT direction, HORIZONTAL — the opposite of {@link right}.
`left(0) = (1, 0, 0)`.

### `lookAtEuler`

```ts
function lookAtEuler( fromX: number, fromY: number, fromZ: number, toX: number, toY: number, toZ: number, ): { yaw: number; pitch: number }
```

*From* `@phaser-ae/kernel`

Yaw/pitch that aim local +Z at a target (engine rotate order, roll 0):
forward(yaw, pitch) = (−cos p · sin y, −sin p, cos p · cos y).

### `mat4Inverse`

```ts
function mat4Inverse(m: Mat4): Mat4
```

*From* `@phaser-ae/kernel`

General 4×4 inverse (column-major, cofactor expansion). Returns identity
for a singular input rather than NaNs — callers unproject with it and a
degenerate frame should read as "no transform", never as poison.

### `mat4LookAt`

```ts
function mat4LookAt(eye: V3, target: V3, up: V3 = vec3(0, 1, 0)): Mat4
```

*From* `@phaser-ae/kernel`

A view matrix looking from `eye` at `target` (y-up world).

### `mat4Mul`

```ts
function mat4Mul(a: Mat4, b: Mat4): Mat4
```

*From* `@phaser-ae/kernel`

m = a × b (column-major).

### `mat4Ortho`

```ts
function mat4Ortho(l: number, r: number, b: number, t: number, near: number, far: number): Mat4
```

*From* `@phaser-ae/kernel`

Orthographic projection (WebGPU depth 0..1) — shadow-map cameras.

### `mat4Perspective`

```ts
function mat4Perspective(fovYDeg: number, aspect: number, near: number, far: number): Mat4
```

*From* `@phaser-ae/kernel`

Perspective projection (fovY degrees, WebGPU depth range 0..1).

### `mat4Project`

```ts
function mat4Project(m: Mat4, p: V3): V3
```

*From* `@phaser-ae/kernel`

Transform a point (w=1) and perspective-divide — for tests + picking.

### `quatMul`

```ts
function quatMul(a: Quat, b: Quat): Quat
```

*From* `@phaser-ae/kernel`

Returns the quaternion product a · b: apply b first, then a.

### `quatRotate`

```ts
function quatRotate(q: Quat, x: number, y: number, z: number): [number, number, number]
```

*From* `@phaser-ae/kernel`

Rotate a point by a quaternion (q v q*).

### `quatToEuler`

```ts
function quatToEuler(q: Quat): [number, number, number]
```

*From* `@phaser-ae/kernel`

Quaternion → the engine's yaw/pitch/roll (Ry·Rx·Rz): the inverse of {@link eulerToQuat}. At a pitch pole (±π/2) roll is 0 and yaw takes the whole turn.

### `rayFromNdc`

```ts
function rayFromNdc(invVp: Mat4, nx: number, ny: number): { origin: V3; dir: V3 }
```

*From* `@phaser-ae/kernel`

A world-space picking ray from an NDC point (nx, ny in -1..1, y UP) —
unproject near and far and take the difference. `invVp` is the inverse
of the camera's viewProj (mat4Inverse). Returns unit dir.

### `rayObb`

```ts
function rayObb( origin: V3, dir: V3, center: V3, half: V3, yaw: number, pitch: number, roll: number, ): number | null
```

*From* `@phaser-ae/kernel`

Ray vs an ORIENTED box (the engine euler order: roll about z, pitch
about x, yaw about y — the mesh shader's rotate()): nearest positive hit
distance or null. Exact for boxes and a tight proxy for everything else —
bounding SPHERES are useless for flat meshes (a ground disc's sphere
swallows every click in the scene).

### `rayObbLocal`

```ts
function rayObbLocal( origin: V3, dir: V3, pos: V3, size: V3, yaw: number, pitch: number, roll: number, bounds?: { cx: number; cy: number; cz: number; hx: number; hy: number; hz: number }, ): number | null
```

*From* `@phaser-ae/kernel`

Ray vs an oriented box derived from a mesh's LOCAL geometry AABB. `pos` +
`size` (w,h,d) + euler place a UNIT-fit geometry; `bounds` is that
geometry's local AABB (centre + half-extents, unit space). The box is the
AABB scaled by `size`, its centre offset rotated into world (mesh euler
order: roll·z → pitch·x → yaw·y). With no `bounds`, falls back to the
symmetric size/2 cube (only exact for `box`). Nearest positive t or null.

This is what makes picking tight for off-centre / thin / multi-part model
geometry, whose symmetric w/h/d cube overshoots and swallows clicks behind
it.

### `rayPlaneY`

```ts
function rayPlaneY(origin: V3, dir: V3, h: number): V3 | null
```

*From* `@phaser-ae/kernel`

Ray vs the horizontal plane y = h: hit point, or null (parallel/behind).

### `raySphere`

```ts
function raySphere(origin: V3, dir: V3, c: V3, r: number): number | null
```

*From* `@phaser-ae/kernel`

Ray vs sphere: nearest positive hit distance, or null.

### `right`

```ts
function right(yaw: number): { x: number; y: number; z: number }
```

*From* `@phaser-ae/kernel`

Unit RIGHT direction, HORIZONTAL — the direction increasing `yaw` turns
toward. Strafing, steering, lane offsets and anything mounted on the right
of a body. Pitch is deliberately ignored: a player looking at the sky still
strafes along the ground. `right(0) = (−1, 0, 0)`.

### `slerpEuler`

```ts
function slerpEuler( yaw0: number, pitch0: number, roll0: number, yaw1: number, pitch1: number, roll1: number, a: number, out: number[] | Float32Array | Float64Array, ): void
```

*From* `@phaser-ae/kernel`

Blend one orientation toward another and write the result back as yaw/pitch/roll.

Euler angles cannot be blended one at a time. Away from the pitch poles they are near enough that
nobody notices, but at pitch ±π/2 yaw and roll rotate about the SAME axis and only their sum is
determined: the decomposition is free to hand back `(yaw, pitch, roll)` or the equally correct
`(yaw + π, π − pitch, roll + π)`, and it switches between them as an object crosses the pole.
Blending the three numbers separately across that switch sends the object through orientations at
neither end — measured at 180° partway through a single step on a cone attached nose-down, which is
a model turning inside out and snapping back once or twice a second.

So go through the quaternion, where a blend has no seams. Normalised lerp rather than a true slerp:
one step of interpolation is a small arc, the two differ by well under a pixel there, and this runs
per object per frame. Allocation-free — the caller owns `out`.

- yaw0 Start yaw, radians.

- pitch0 Start pitch.

- roll0 Start roll.

- yaw1 End yaw, radians.

- pitch1 End pitch.

- roll1 End roll.

- a Blend factor, 0 at the start orientation and 1 at the end.

- out Written as `[yaw, pitch, roll]`.

### `sphereVsFrustum`

```ts
function sphereVsFrustum(planes: Float32Array, x: number, y: number, z: number, r: number): boolean
```

*From* `@phaser-ae/kernel`

Sphere-vs-frustum: true when the sphere touches the volume (conservative
— corner cases may pass a sphere that is just outside; never culls a
visible one). `planes` from frustumPlanes().

### `up`

```ts
function up(yaw: number, pitch = 0): { x: number; y: number; z: number }
```

*From* `@phaser-ae/kernel`

Unit UP direction for a yaw/pitch — the body's own up, perpendicular to
{@link forward}. With pitch 0 it is world up `(0, 1, 0)`; nose-down pitch
tips it forward, which is what a banking aircraft or a loop needs. For
"up the screen" in a game with no pitch, use `(0, 1, 0)` directly.

### `vec3`

```ts
function vec3(x = 0, y = 0, z = 0): V3
```

*From* `@phaser-ae/kernel`

Creates a V3 from components. All default to 0.

### `viewBasis`

```ts
function viewBasis(view: Mat4): { right: V3; up: V3 }
```

*From* `@phaser-ae/kernel`

The camera's right/up basis from a view matrix (billboards face with these).

## Types

### `DragDelta`

```ts
interface DragDelta
```

*From* `@phaser-ae/kernel`

A frame's drag, in screen pixels. `dy` is positive DOWNWARD, as screens are.

- `dx: number` — Pixels moved right.
- `dy: number` — Pixels moved down.

### `Mat4`

```ts
type Mat4 = Float32Array
```

*From* `@phaser-ae/kernel`

A column-major 4x4 matrix as 16 floats (WebGPU NDC, depth 0..1).

### `ParentLike`

```ts
interface ParentLike
```

*From* `@phaser-ae/kernel`

The minimal parent shape composeChain walks: a world pose plus an optional parent link.

- `x: number` — The parent's world x position, in world units.
- `y: number` — The parent's world y position, in world units.
- `z: number` — The parent's world z position, in world units.
- `yaw: number` — The parent's yaw, in radians, clockwise from above.
- `pitch: number` — The parent's pitch, in radians.
- `roll: number` — The parent's roll, in radians.
- `scale?: number` — Uniform child-scale contribution (groups; mesh parents contribute 1).
- `parent?: ParentLike | null` — The next parent up the chain, or null at the root.

### `Quat`

```ts
type Quat = [number, number, number, number]
```

*From* `@phaser-ae/kernel`

A rotation quaternion as [x, y, z, w].

### `TurnDelta`

```ts
interface TurnDelta
```

*From* `@phaser-ae/kernel`

How much a control turned this frame, in radians.

- `dYaw: number` — Yaw change, radians.
- `dPitch: number` — Pitch change, radians.

### `V3`

```ts
interface V3
```

*From* `@phaser-ae/kernel`

A 3D point or vector.

- `x: number` — The x component.
- `y: number` — The y component. Up is positive.
- `z: number` — The z component.

---

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