---
title: "3D paths: API"
package: "@phaser-ae/path-3d"
tier: Free
version: 3.0.0-0
released: 2026-10-19
updated: 2026-10-19
description: "Smooth 3D curves through points with even-speed travel and frames that never twist, for roller coasters, rails, camera fly-throughs and rolling routes."
url: https://phaser.io/packs/path-3d/api
site: Phaser - https://phaser.io
---

# 3D paths: API

`@phaser-ae/path-3d` — Smooth 3D curves through points with even-speed travel and twist-free frames, fixed or rolling, for rides, rails and cameras.

## The pack

### `path3d`

```ts
function path3d(): Pack<{ path3d: Path3dApi }>
```

The `path-3d` pack: rides, rails and camera paths through 3D points, at even speed and without twisting.

## Classes

### `DynamicPath3d`

```ts
class DynamicPath3d
```

A path as a rolling window: add waypoints ahead, trim behind, and ride by absolute distance forever.

- `constructor(opts: { samplesPerSegment?: number } = {})`
- `get start(): number` — Distance at the START of the ridable window (advances with trim()).
- `get head(): number` — Distance at the END of the ridable window (grows with add()). Keep adding while `head - riderDist` shrinks — the rider must never catch the head. 0 until three waypoints exist.
- `get ready(): boolean` — Ridable yet? (needs 3 waypoints for the first baked segment).
- `add(x: number | { x: number; y: number; z: number }, y = 0, z = 0): void` — Append a waypoint AHEAD. Bakes every segment that just became stable and drops control points the baker no longer needs.
- `trim(d: number): void` — Drop everything WHOLLY behind distance d (keeps the bracketing sample so frameAt(d) still interpolates). Distances stay absolute.
- `at(d: number): { x: number; y: number; z: number }` — Position at ABSOLUTE distance d (clamped to [start, head]).
- `frameAt(d: number): PathFrame` — Full frame at ABSOLUTE distance d — same contract as Path3d.frame.
- `pointsBetween(d0: number, d1: number, n: number): Array<[number, number, number]>` — n points between two absolute distances — draw the plotted route.

### `Path3d`

```ts
class Path3d
```

A baked Catmull-Rom curve through 3D points, sampled by arc-length fraction with a no-twist frame.

- `readonly length: number` — Total arc length (world units).
- `readonly closed: boolean` — True when the path joins the last point back to the first.
- `constructor(points: Array<[number, number, number]> | P3[], opts: Path3dOptions = {})`
- `at(t: number): P3` — Position at arc-length fraction t (0..1; closed paths wrap).
- `atDist(d: number): P3` — Position at a distance in world units along the path.
- `frame(t: number): PathFrame` — Full frame at t: position + tangent + parallel-transported normal + binormal (all unit) — orient a cart, bank a camera, place a rail tie.
- `points(count: number): Array<[number, number, number]>` — n points evenly spaced by ARC LENGTH — feed world.tube({ path }) or a vector polyline directly. Closed paths omit the duplicate end point.

## Types

### `Path3dApi`

```ts
interface Path3dApi
```

`game.path3d`: 3D splines with frames.

- `Path3d: typeof Path3d` — A baked Catmull-Rom curve through 3D points, by arc length, with a no-twist frame.
- `DynamicPath3d: typeof DynamicPath3d` — A rolling 3D path: waypoints added ahead, trimmed behind, ridden by distance.

### `Path3dOptions`

```ts
interface Path3dOptions
```

Options for the Path3d constructor.

- `closed?: boolean` — Join the last point back to the first (loops: coasters, patrols).
- `samplesPerSegment?: number` — Samples baked per segment (default 24; more = smoother frames).

### `PathFrame`

```ts
interface PathFrame
```

One sampled point on a path: position plus a unit tangent/normal/binormal frame. Returned by Path3d.frame.

- `x: number` — The position on the path, in world units.
- `y: number` — The y position on the path, in world units.
- `z: number` — The z position on the path, in world units.
- `tx: number` — Unit tangent — the travel direction.
- `ty: number` — The y part of the unit tangent.
- `tz: number` — The z part of the unit tangent.
- `nx: number` — Parallel-transported unit normal (no roll flips around loops).
- `ny: number` — The y part of the unit normal.
- `nz: number` — The z part of the unit normal.
- `bx: number` — Binormal = tangent × normal.
- `by: number` — The y part of the binormal.
- `bz: number` — The z part of the binormal.

---

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