---
title: "Wireframe Lines: API"
package: "@phaser-ae/vector-3d"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "Wireframe line art in the 3D world, drawn at a constant width in screen pixels with real depth, so a hairline stays a hairline at any distance."
url: https://phaser.io/packs/vector-3d/api
site: Phaser - https://phaser.io
---

# Wireframe Lines: API

`@phaser-ae/vector-3d` — Wireframe line art in the 3D world: pixel-constant width, true 3D depth, one instanced draw.

## The pack

### `vector3d`

```ts
function vector3d(opts: Vector3dOptions = {}): Pack<{ wire: Vector3dApi }>
```

The `vector-3d` pack: retained wireframe line art in the world, one instanced draw. Requires a 3D world and
`render-3d`, whose depth it tests against so lines occlude correctly.

## Helpers

### `wireframeEdges`

```ts
function wireframeEdges(verts: Float32Array, angle = 20): Seg3[]
```

Turn a triangle soup into clean OUTLINE edges. Positions are welded onto a 1e-4 grid, then an edge survives
only if it borders ONE face — a boundary, on open geometry — or its two faces crease by more than `angle`
degrees. That is what makes the interior diagonals of flat polygons vanish: a cube comes out as 12 edges
rather than the 36 triangle sides it is actually built from.

`angle <= 0` keeps EVERY unique edge, the classic full-mesh wireframe. That is the right look for a SMOOTH
model, where almost nothing creases and a threshold leaves only scattered feature lines — half a model.

The soup is the engine's stride-8 vertex: position, normal, uv.

## Functions

### `buildLine3dWgsl`

```ts
function buildLine3dWgsl(): string
```

The 3D line shader. Each segment expands to a SCREEN-SPACE quad in the vertex stage, so the capsule core
renders at a PIXEL-CONSTANT width — the retro vector look, where a hairline stays a hairline at any distance
— while the depth comes from the real 3D endpoints, so a wireframe occludes correctly against the solid world.

### `polylinesToSegs`

```ts
function polylinesToSegs(polylines: ReadonlyArray<ReadonlyArray<readonly [number, number, number]>>, closed = false): Seg3[]
```

Polylines to segments; `closed` joins each line's last point back to its first.

### `transformLinePoint`

```ts
function transformLinePoint(x0: number, y0: number, z0: number, scale: number, yaw: number, pitch: number, roll: number, x: number, y: number, z: number): [number, number, number]
```

Apply the same yaw/pitch/roll convention as render-3d to one shape-local line endpoint.

## Constants

### `LINE3D_FLOATS`

```ts
const LINE3D_FLOATS: 16
```

Floats one packed segment uses: endpoint a with the pixel half-width, endpoint b with the cap flag, two colours.

## Types

### `Seg3`

```ts
type Seg3 = [number, number, number, number, number, number]
```

One segment, in the soup's own coordinate space.

### `Vec3Shape`

```ts
interface Vec3Shape
```

A retained 3D line shape. Every field is live.

- `x: number` — World position.
- `y: number` — Height.
- `z: number` — Depth.
- `yaw: number` — Yaw, radians.
- `pitch: number` — Pitch, radians.
- `roll: number` — Roll, radians.
- `scale: number` — Uniform scale.
- `color: string` — Colour, css.
- `width: number` — Core width in screen pixels.
- `alpha: number` — Opacity.
- `visible: boolean` — Whether it draws.
- `readonly segs: readonly Seg3[]` — Its segments, in its own space.
- `setSegs(segs: readonly Seg3[]): void` — Replace them.
- `kill(): void` — Remove it.
- `readonly alive: boolean` — True until killed.

### `Vec3Style`

```ts
interface Vec3Style
```

How a 3D line shape is placed and drawn.

- `x?: number` — World position. Default 0.
- `y?: number` — Height. Default 0.
- `z?: number` — Depth. Default 0.
- `yaw?: number` — Yaw, radians. Default 0.
- `pitch?: number` — Pitch, radians. Default 0.
- `roll?: number` — Roll, radians. Default 0.
- `scale?: number` — Uniform scale over the shape's own points. Default 1.
- `color?: string` — Colour, css. Default `#7df9ff`.
- `color2?: string` — A second colour, so a line runs as a gradient.
- `width?: number` — Core width in SCREEN PIXELS — under 1 is a hairline, cut flat. Default 1.5.
- `alpha?: number` — Opacity 0..1. Default 1.

### `Vector3dApi`

```ts
interface Vector3dApi
```

`game.wire`.

- `shape(segs: readonly Seg3[], style?: Vec3Style): Vec3Shape` — A retained shape from raw segments.
- `wireframe(verts: Float32Array, style?: Vec3Style & { angle?: number }): Vec3Shape` — A shape from a triangle soup's OUTLINE edges. `angle` is the crease threshold in degrees; 0 or less keeps every unique edge, which is what a smooth model wants.
- `lines(polylines: ReadonlyArray<ReadonlyArray<readonly [number, number, number]>>, style?: Vec3Style & { closed?: boolean }): Vec3Shape` — A shape from polylines.
- `seg(a: readonly [number, number, number], b: readonly [number, number, number], style?: Vec3Style): void` — One segment, this frame only.
- `readonly all: readonly Vec3Shape[]` — Every live shape.
- `clear(): void` — Remove them all.
- `enabled: boolean` — Turn the layer off.
- `readonly segments: number` — Segments drawn last frame.

### `Vector3dOptions`

```ts
interface Vector3dOptions
```

Manifest options.

- `enabled?: boolean` — Whether the layer draws. Default true.

---

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