---
title: "Projected Wireframe: API"
package: "@phaser-ae/vector-wire"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Projects 3D points and edges through a yaw-and-pitch camera into 2D line segments, for first-person vector games and labels pinned to 3D positions."
url: https://phaser.io/packs/vector-wire/api
site: Phaser - https://phaser.io
---

# Projected Wireframe: API

`@phaser-ae/vector-wire` — Projected wireframe: world-space points and edges through a yaw-and-pitch camera to 2D line segments, for games like Battlezone, Star Wars and Elite.

## The pack

### `vectorWire`

```ts
function vectorWire(): Pack<{ vecWire: VecWireApi }>
```

The `vector-wire` pack. Pure maths, so it needs no backend and runs headless.

## Helpers

### `focalLength`

```ts
function focalLength(view: WireView, fov = 1.05): number
```

Pixels per world unit at one unit of depth. Divide by an edge's `za`/`zb` for
the scale at that end — the whole of perspective in one number.

```ts
const f = vecWire.focalLength(view);
layer.seg(e.a.x, e.a.y, e.b.x, e.b.y, { width: Math.max(0.4, 3 * f / e.za / 40) });
```

### `horizon`

```ts
function horizon(cam: WireCamera, view: WireView): [{ x: number; y: number }, { x: number; y: number }]
```

The ground line — where a flat plane at infinite distance lands on screen.

It depends only on `pitch` (yaw slides along it, and there is no roll), so it
is a horizontal line at `h/2 + f·tan(pitch)`. Draw it first and everything
else sits in a world.

### `placeModel`

```ts
function placeModel(model: WireModel, x: number, y: number, z: number, yaw = 0): WireModel
```

Move and turn a model without touching the original — the way you place many
copies of one shape, or drive a tank around. `yaw` turns it about its own
vertical axis first, then it is offset to `(x, y, z)`.

`y` positions the model's OWN ORIGIN, wherever the model happens to keep it.
If what you want is for the thing to stand on the floor, reach for
`placeModelOnGround` and give it no `y` at all.

### `placeModelOnGround`

```ts
function placeModelOnGround( model: WireModel, x: number, z: number, yaw = 0, groundY = 0, ): WireModel
```

Stand a model on the ground at `(x, z)` — the placement a first-person
wireframe scene actually wants.

```ts
const block = vecWire.placeModelOnGround(vecWire.wireBox(120, 280, 90), 900, -1400);
const tank  = vecWire.placeModelOnGround(TANK, tx, tz, heading);
```

No height to work out and none to get wrong. Models keep their origin
wherever suits them — `wireBox` about its centre, a hand-built pyramid at its
base — so "put it at y = 0" means different things for different models and
silently buries the ones built about their middle. This asks each model where
its own floor is and drops it exactly there, so a box, a pyramid and a
multi-part tank all land flush without the caller knowing how any of them
were built.

`groundY` moves the floor; `yaw` turns the model about its vertical axis,
which cannot change how tall it is, so it stays flush at any heading.

### `project`

```ts
function project(model: WireModel, cam: WireCamera, view: WireView): WireEdge[]
```

Project a wireframe model to 2D segments, near-plane clipped.

```ts
for (const e of vecWire.project(tank, cam, view)) {
  game.vector.seg(e.a.x, e.a.y, e.b.x, e.b.y, { color: '#41d6ff', width: 3 * f / e.za });
}
```

An edge straddling the near plane is CUT at it rather than dropped, so
geometry doesn't pop out of existence as you walk into it — the one thing a
naive projector always gets wrong (divide by a negative z and the edge
whips across the screen backwards).

### `projectPoint`

```ts
function projectPoint( p: Vec3, cam: WireCamera, view: WireView, ): { x: number; y: number; z: number } | null
```

Project ONE world point to the screen, or `null` if it is behind the near
plane. Handy for placing 2D things (labels, a targeting box, a sprite) on a
3D position without projecting a whole model.

### `wireBounds`

```ts
function wireBounds(model: WireModel): WireBounds
```

Measure a model: the corners of its axis-aligned box, and the size and centre
they imply. For a cheap distance cull, or for scaling something to fit.

To stand a model on the ground use `placeModelOnGround`, which does the sum
for you.

### `wireBox`

```ts
function wireBox(w: number, h: number, d: number, cx = 0, cy = 0, cz = 0): WireModel
```

A wireframe box centred on `(cx, cy, cz)` — eight points and twelve edges of
pure boilerplate, and the staple obstacle of every first-person vector game.

### `wireGrid`

```ts
function wireGrid(n: number, step: number, y = 0, cx = 0, cz = 0): WireModel
```

A ground grid as a wireframe model — `n` lines each way at `step` apart,
centred on `(cx, cz)` at height `y`. The cheapest way to make a first-person
scene feel like it has a floor.

## Types

### `Vec3`

```ts
interface Vec3
```

A point in 3D world space (x right, y up, z forward: yaw 0 looks along +z).

- `x: number` — The X component, in world units. X is right.
- `y: number` — The Y component, in world units. Y is up.
- `z: number` — The Z component, in world units. Z is forward.

### `VecWireApi`

```ts
type VecWireApi = typeof kit
```

`game.vecWire` — every function this pack carries, as one namespace.

### `WireBounds`

```ts
interface WireBounds
```

A model's axis-aligned extent, and the size and centre it implies.

- `min: Vec3` — The minimum corner of the axis-aligned box, in world units.
- `max: Vec3` — The maximum corner of the axis-aligned box, in world units.
- `size: Vec3` — The size of the box on each axis, in world units.
- `center: Vec3` — The centre of the box, in world units.

### `WireCamera`

```ts
interface WireCamera
```

Where the camera is and which way it is looking.

- `x: number` — The camera X position, in world units.
- `y: number` — The camera Y position, in world units.
- `z: number` — The camera Z position, in world units.
- `yaw?: number` — Heading in radians — 0 looks along +z, increasing turns RIGHT.
- `pitch?: number` — Tilt in radians — increasing looks UP.
- `fov?: number` — Vertical field of view in radians (default 1.05, about 60°).

### `WireEdge`

```ts
interface WireEdge
```

One projected edge, with the depth at each end so width can taper.

- `a: { x: number; y: number }` — The projected 2D start point of the edge, in world units, y down.
- `b: { x: number; y: number }` — The projected 2D end point of the edge, in world units, y down.
- `za: number` — Distance in front of the camera at each end, AFTER near-plane clipping.
- `zb: number` — The distance of end `b` in front of the camera, after near-plane clipping.

### `WireModel`

```ts
interface WireModel
```

A wireframe model: shared points, plus the index pairs that join them.

- `points: Vec3[]` — The shared 3D points of the model, in world units.
- `edges: Array<[number, number]>` — The edges, as pairs of indexes into `points`.

### `WireView`

```ts
interface WireView
```

The screen rect to project into (world units — usually `game.view`).

- `w: number` — The width of the screen rect, in world units.
- `h: number` — The height of the screen rect, in world units.
- `near?: number` — Nothing closer than this is drawn (default 1). Keeps the divide sane.

---

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