Skip to content
github-actions[bot] edited this page Sep 23, 2026 · 19 revisions

Math

math/vector2.mojo, math/vector3.mojo, math/vector4.mojo, math/matrix3.mojo, math/matrix4.mojo, math/bounds.mojo, math/frustum.mojo, math/ray.mojo, math/projection.mojo, math/triangle.mojo, math/spherical.mojo, math/matrix2.mojo and math/utils.mojo. Ported from three.js with the same conventions.

A quaternion turns a vector, and a sphere follows that point

three.js: Vector2, Vector3, Vector4, Quaternion, Matrix3, Matrix4, Matrix4.makePerspective, makeOrthographic, lookAt, Box3, Sphere, Plane, Frustum, FrustumArray, Ray, Triangle, Line3, Spherical, Cylindrical, Matrix2, Box2, MathUtils.

The three.js math API

Each class has the members of three.js's src/math class of the same name. A three.js name in camel case is a Mojo name in snake case: distanceTo is distance_to. The tables below list the members. The numbers match three.js 0.180 to Float32 precision. The tests check them against three.js run in node.

Some three.js members have a different form here:

  • A setter that builds a value from another value is a static constructor. setFromMatrixPosition is Vector3.from_matrix_position(m). setFromCenterAndSize is Box3.from_center_and_size(c, s).
  • A Matrix4 builder is a free function, as translation is: compose, rotation_axis, shear, basis, rotation_from_quaternion and rotation_from_euler.
  • equals is ==. multiplyMatrices and multiplyQuaternions are *. divideScalar is /.
  • A random member takes a SeededRandom. A seed gives the same numbers as three.js's seededRandom.
  • setFromSpherical and setFromCylindrical are Spherical.to_vector3() and Cylindrical.to_vector3().
  • A member that reads a scene is in core.object_bounds: Box3.setFromObject, expandByObject, Frustum.intersectsObject and intersectsSprite. See Bounds of scene content.
  • Color is FloatColor. See Render target and framebuffer.

A question with no answer raises, where three.js returns NaN, an infinity or a zero vector. Examples are decompose of a flat matrix, get_parameter of a flat box and the nearest point of an empty sphere. Each table says where.

These three.js members are not ported:

  • fromArray, toArray and fromBufferAttribute read JavaScript arrays and attributes. BufferAttribute has its own readers.
  • Quaternion.slerpFlat and multiplyQuaternionsFlat work on flat arrays.
  • Vector3.setFromColor and Color.setFromVector3 join two packages that do not import each other.
  • Triangle.getInterpolatedAttribute reads an attribute.

Vector2 and Vector3

Vector2(x, y) and Vector3(x, y, z) hold Float32 components. Both are value types. Assignment copies.

Vector2 has the same members in two dimensions, except the ones that need a third. It adds cross(other) -> Float32, which is the one component a cross product has in a plane. It is positive when other lies to the left of self. It also adds angle(), the angle from +x, and rotate_around(center, angle). The curves asked for the first members; see Curves and paths.

A method that changes the vector changes self in place, as in three.js.

Vector3 member Meaning
dot(other) -> Float32 The dot product.
length(), length_sq(), manhattan_length() The Euclidean length, its square, and the sum of the absolute components.
distance_to(p), distance_to_squared(p), manhattan_distance_to(p) The distance to another point.
angle_to(v) -> Angle The angle between two vectors. A zero vector gives a right angle, as in three.js.
add(other), sub(other), add_scaled_vector(v, s), negate() Change self in place.
cross(other) self = self × other.
normalize(), set_length(l) Scale to unit length, or to l. A zero vector stays zero.
lerp(v, alpha), lerp_vectors(a, b, alpha) A point on the line between two vectors.
reflect(normal) Reflect off a plane with a unit normal.
apply_matrix4(m), apply_matrix3(m), apply_normal_matrix(m) Multiply by a matrix. apply_matrix4 divides by w, but not by a w of zero. apply_normal_matrix makes the result unit length.
apply_quaternion(q), apply_euler(e), apply_axis_angle(axis, angle) Turn the vector.
transform_direction(m) Turn by the rotation and scale of m, then make unit length. Matrix4.transform_direction does not normalize.
project(view, projection), unproject(view, projection) To and from normalized device space. cameras.camera.project_point(p, camera, scene) and unproject_point take a camera.
min(v), max(v), clamp(low, high), clamp_scalar(low, high), clamp_length(low, high) Hold the components, or the length, in a range.
multiply(v), divide(v) Component by component.
floor(), ceil(), round(), round_to_zero() Round each component. round rounds a half up, as JavaScript's Math.round does.
project_on_vector(v), project_on_plane(normal) Keep the part along v, or remove the part along normal. A zero v gives a zero vector.
get_component(i), set_component(i, value) One component by index. An index other than 0, 1 or 2 raises.
Vector3.from_matrix_position(m), from_matrix_scale(m), from_matrix_column(m, i), from_matrix3_column(m, i) Read a matrix. A column index out of range raises.
Vector3.random(rng), Vector3.random_direction(rng) Random vectors, from a SeededRandom.
a + b, a - b, a * f, a / f, -a, a == b Return a new vector, or compare exactly.

Vector4

Vector4(x, y, z, w) holds four Float32 components. w is the homogeneous coordinate: one for a position, zero for a direction. Vector4(of=v, w=1) builds one from a Vector3.

Member Meaning
xyz() -> Vector3 The first three components.
dot(other), length() Over all four components.
add(other), sub(other), normalize() Change self in place.
apply_matrix4(m) self = m * self, with nothing divided. A projection leaves the clip-space w in w.
a + b, a - b, a * f, -a Return a new vector.

Matrix4.transform_point divides by w and discards it. apply_matrix4 keeps the whole product.

Matrix3

Matrix3 is column-major, as Matrix4 is. Element (row, col) is at col * 3 + row. set takes nine arguments in row-major order.

It has two jobs, as in three.js. It is the rotation and scale part of a Matrix4, which is what a normal is transformed by. And it is a 2D affine transform, which is what a texture's repeat, offset and rotation come to.

Member Meaning
Matrix3() The identity.
set(n11, ..., n33) Every element, row by row.
get(row, col), put(row, col, value) One element.
multiply(other), premultiply(other) self * other and other * self.
transpose(), invert(), determinant() As named. A singular matrix inverts to zeros.
transform(v) -> Vector3 self * v. three.js's Vector3.applyMatrix3.
transform_point(p) -> Vector2 A 2D point with a third coordinate of one. three.js's Vector2.applyMatrix3.
scale(x, y), rotate(angle), translate(x, y) Apply a 2D scale, turn or move after this transform, in place.
as_matrix4() -> Matrix4 This matrix in the upper-left corner, with no translation.
a == b, a != b Whether every element is equal, exactly. three.js's equals.
a * b, multiply_scalar(f) The product of two matrices, or every element times a number.
extract_basis(x, y, z) Write the three columns into three vectors.

Builders, as static methods:

Builder Meaning
Matrix3.from_matrix4(m) The upper-left 3 by 3 of a Matrix4.
Matrix3.normal_matrix(m) The inverse transpose of that corner, for normals. Raises for a collapsed transform.
Matrix3.translation(x, y), Matrix3.scaling(x, y), Matrix3.rotation(angle) The 2D transforms. A rotation takes an Angle.
Matrix3.uv_transform(offset, repeat, rotation, center) three.js's setUvTransform: turn about center by minus rotation, then scale by repeat about it, then move by offset.

rotate(angle) turns by -angle, as three.js does. It exists to build a texture transform, where a turn of the coordinates one way shows the image turned the other. Matrix3.rotation(angle) turns the coordinates themselves.

Matrix4.normal_matrix() gives the same answer as a Matrix4. The renderer uses that one.

Matrix4

Column-major storage, as three.js and OpenGL. Element (row, col) is at col * 4 + row. The translation is at elements 12 to 14.

set takes its sixteen arguments in row-major order, so a matrix in source reads as it does on paper. That asymmetry is three.js's.

Member Meaning
Matrix4() The identity.
set(n11, n12, ..., n44) Every element, row by row.
get(row, col), put(row, col, value) One element.
multiply(other) self = self * other. The right-hand matrix applies first.
premultiply(other) self = other * self.
transpose(), invert(), determinant() As named. A singular matrix inverts to zeros.
normal_matrix() -> Matrix4 The inverse transpose, for normals.
extract_rotation() -> Matrix4 The rotation with scale and translation removed. A shear or a mirror stays.
is_rotation(tolerance=1e-4) -> Bool Whether the upper-left 3 by 3 is a rotation: unit axes at right angles, right-handed.
is_scaled_rotation(tolerance=1e-4) -> Bool Whether it is a rotation times a positive uniform scale.
max_scale() -> Float32 The longest axis column. three.js's getMaxScaleOnAxis.
max_stretch() -> Float32 A bound on the most any direction is stretched. It holds under shear, where the longest axis does not.
is_affine() -> Bool Whether the bottom row is (0, 0, 0, 1).
transform_point(p) -> Vector3 Apply with w = 1 and divide by w.
transform_w(p) -> Float32 The w that transform_point divides by.
transform_direction(d) -> Vector3 Apply with w = 0.
a == b, a * b, multiply_scalar(f) Compare exactly, multiply, or multiply every element by a number.
scale(v) Scale the three axis columns: a scale applied first.
set_position(v), copy_position(m) Set the translation column.
extract_basis(x, y, z) Write the three axis columns into three vectors.
look_at(eye, target, up) Set the rotation so that +z points from target to eye. The translation is kept. math.projection.look_at builds a view matrix instead.
decompose(position, quaternion, scale) Split into a translation, a rotation and a scale. A mirror gives a negative x scale. An axis of zero length raises; three.js writes NaN.

Builders: translation(x, y, z), scaling(x, y, z), rotation_x(angle), rotation_y(angle), rotation_z(angle), rotation_axis(axis, angle), shear(xy, xz, yx, yz, zx, zy), basis(x, y, z), compose(position, quaternion, scale), rotation_from_quaternion(q) and rotation_from_euler(e). A rotation takes an Angle, so rotation_z(90.0) does not compile.

var m = translation(10, 0, 0)
m.multiply(rotation_z(Angle(90.0, DEGREE)))
m.multiply(translation(-10, 0, 0))     # a rotation about (10, 0, 0)

Box3, Sphere and Plane

math/bounds.mojo. The volumes a renderer tests against, and the plane a frustum is made of. All three hold bare Float32 meters, as Vector3 does.

An empty box or sphere holds no points. It is a value, not an error. A box is empty when a corner is inside out on any axis. A sphere is empty when its radius is negative. Every operation treats an empty bound as the set it is.

Expanding an empty bound by a point gives the bound of that one point. A union with one changes nothing. An overlap test with one is false. A transform leaves one empty.

A question that needs a point of an empty bound raises: clamp_point, distance_to_point and distance_to_sphere.

Both transforms take an affine matrix, one that keeps w at one. A projection raises. A transformed sphere grows by max_stretch, which holds under shear. three.js grows by the longest axis, which can fall short of a point the sphere held.

Box3 member Meaning
Box3(min, max), Box3.empty() Two corners, or the inside-out box that holds nothing.
Box3.from_points(points) The smallest box around the points.
is_empty(), center(), size() As named. An empty box has the origin as its center and no size.
expand_by_point(p), union(other) Grow in place.
contains_point(p), clamp_point(p), distance_to_point(p) The faces count as inside.
intersects_box(other), intersects_sphere(s) Touching counts.
apply_matrix4(m) Transform the eight corners and bound them again, in place.
bounding_sphere() -> Sphere The sphere through the corners.
Box3.from_center_and_size(c, s) The box of size s centered on c.
expand_by_vector(v), expand_by_scalar(f), translate(v) Move each face out, or move the box.
intersect(other) Keep what both boxes hold. Boxes that do not overlap give the empty box.
contains_box(other) Whether all of other is inside. The empty box is inside every box.
get_parameter(p) -> Vector3 Where p lies, as a fraction of each side. A box with no extent on an axis raises; three.js divides by zero.
intersects_plane(p), intersects_triangle(t) Whether the box meets a plane or a triangle. The triangle test is three.js's separating axis test.
a == b Both corners equal.
Sphere member Meaning
Sphere(center, radius), Sphere.empty() A negative radius is the empty sphere.
Sphere.from_points(points) Centered on the points' box, reaching the farthest point.
is_empty(), contains_point(p), distance_to_point(p) The distance is signed: negative inside.
intersects_sphere(other), intersects_box(box) Touching counts.
expand_by_point(p) Grow in place, by as little as possible.
apply_matrix4(m) Move the center. The radius grows by max_stretch.
bounding_box() -> Box3 The box around the sphere.
Sphere.from_points_around(points, center) three.js's setFromPoints with a center: the sphere at center that reaches every point.
union(other), translate(v) Grow to hold another sphere, or move.
clamp_point(p) The nearest point of the sphere. The empty sphere raises; three.js uses a radius of one.
intersects_plane(p) Whether a plane passes through the sphere.
a == b Centers and radii equal.
Plane member Meaning
Plane(normal, constant) The points where dot(normal, p) + constant is zero. The normal is made unit length, and the constant scaled with it.
Plane.from_normal_and_point(n, p) Through p, facing n.
Plane.from_coplanar_points(a, b, c) Through three points, facing the side they wind counter-clockwise from.
distance_to_point(p), distance_to_sphere(s) Signed: positive in front.
project_point(p), coplanar_point() The nearest point on the plane.
negate(), translate(offset) Turn around, or move, in place.
intersects_sphere(s), intersects_box(box) Whether the plane passes through it.
intersect_line(line) -> Optional[Vector3] Where a segment crosses the plane. A segment in the plane gives its start, as in three.js.
intersects_line(line) Whether the two ends lie on opposite sides. An end on the plane does not count.
apply_matrix4(m), apply_matrix4(m, normal_matrix) Carry the plane through a transform. A transform that collapses a dimension raises.
a == b Normals and constants equal.

A plane refuses a zero normal. Three points on one line do not make a plane.

Frustum

math/frustum.mojo. Six planes facing inward: right, left, bottom, top, far and near, in three.js's order. RIGHT to NEAR index them in planes.

Frustum.from_projection_matrix(m) reads the planes off a matrix. Each plane is a sum or difference of the bottom row with another row. Give it a projection for camera space, or a projection times a view for world space.

Member Meaning
Frustum.from_projection_matrix(m) The frustum a matrix sees. Raises for a matrix that describes no volume.
Frustum.from_camera(clip, view, near, far) The sides from clip, the near and far planes from the view matrix and the two distances. Raises for a view that is not affine, or a far plane not beyond the near one.
contains_point(p) Whether p is in front of every plane. A point on a plane counts.
intersects_sphere(s) Whether any of s is in view. False for an empty sphere.
intersects_box(b) Whether any of b is in view. False for an empty box.

from_projection_matrix(m, coordinate_system, reversed_depth) takes three.js's two other arguments. coordinate_system is WEBGL_COORDINATES, the default, or WEBGPU_COORDINATES. It is a CoordinateSystem, not a bare integer, and an invalid one raises. A WebGPU projection puts the near plane at a depth of zero. With reversed_depth, the far plane is at a depth of zero.

cameras.frustum_array.FrustumArray is three.js's FrustumArray. Its intersects_object, intersects_sprite, intersects_sphere, intersects_box and contains_point take an ArrayCamera and a scene. Each is true when any camera sees the thing. An array with no cameras sees nothing.

Bounds of scene content

core/object_bounds.mojo holds the three.js members that read a scene. The scene must be updated first.

box_from_object(scene, assets, node, precise=False) is three.js's Box3.setFromObject. It returns the world-space box around everything drawn at node and under it. expand_by_object(box, scene, assets, node, precise) is expandByObject: it grows a box instead.

Each thing adds the bound three.js gives it:

  • A mesh, a line, a set of points or a wide line adds its geometry's box.
  • An instanced or a batched mesh adds the box of its instances' boxes.
  • A level of detail adds every level, because three.js's levels are children.
  • A skinned mesh adds the box of its posed vertices.
  • A sprite adds the unit square.

With precise, each vertex goes to world space on its own. The box is tighter for a turned object. A mesh or a skinned mesh wears its morph targets there, as in three.js. The geometry's own box leaves the morph targets out. three.js's includes them.

intersects_object(frustum, scene, assets, thing) is Frustum.intersectsObject, for a Mesh, a Line, a Points or an InstancedMesh. It tests the geometry's bounding sphere, carried to world space. intersects_sprite(frustum, scene, sprite) is intersectsSprite.

A sphere or a box that crosses a plane is in view as far as the test knows. One that crosses two planes outside their corner is in view too. That is the usual bargain. The renderer uses intersects_sphere to skip meshes. See Renderer.

The renderer builds its frustum with from_camera. A far plane read back off a Float32 projection can sit meters short when far is thousands of times near. For a near plane at 0.1 and a far one at 5000 it sits at 4993. The camera's own distances put it at 5000, where the clipper has it.

Ray

math/ray.mojo. A Ray is an origin and a unit direction: a half-line. The constructor makes the direction unit length and refuses a zero one. Every answer below assumes it.

A hit is an Optional. A miss is None. Every hit is forward of the origin. A ray inside a sphere or a box hits where it leaves.

Member Meaning
Ray(origin, direction) From origin, along direction.
at(t) -> Vector3 The point t meters along the ray.
look_at(target), recast(t) Aim at a point, or move the origin along the ray, in place.
closest_point_to_point(p), distance_to_point(p), distance_sq_to_point(p) The nearest point of the ray, never behind the origin, and the distance to it.
intersect_sphere(s), intersects_sphere(s) Where the ray enters the sphere.
distance_to_plane(p), intersect_plane(p), intersects_plane(p) Where the ray meets the plane. A ray in the plane meets it at its origin.
intersect_box(b), intersects_box(b) Where the ray enters the box.
intersect_triangle(a, b, c, cull_back) Where the ray meets the triangle. With cull_back, a hit from behind is a miss.
apply_matrix4(m) Carry the ray through an affine matrix, in place.

An empty sphere or box is hit nowhere. A ray parallel to a plane meets it only when it lies in it. A ray in a triangle's plane misses the triangle, and so does a degenerate triangle.

apply_matrix4 raises for a projection, and for a matrix that flattens the direction to nothing. look_at raises for the origin itself.

core.raycaster carries a ray through a scene. See Raycasting.

Projection

Function Meaning
perspective(left, right, top, bottom, near, far) Camera space to normalized device space, with perspective.
orthographic(left, right, top, bottom, near, far) The same without perspective. w stays one.
look_at(eye, target, up) The view matrix of a camera at eye.
viewport(width, height) Normalized device space to pixels. Rows count down.

Each raises for a degenerate volume. look_at never raises. A camera at its own target looks down its own -z. An up vector along the view direction is nudged off it, as three.js does.

Normalized device space is unitless. World space is meters and screen space is pixels. The matrices meet in the middle.

Triangle and Line3

math/triangle.mojo. Triangle(a, b, c) holds three corners. They turn counterclockwise when seen from the front.

Triangle member Meaning
normal() -> Vector3 The unit normal. three.js: getNormal.
area() -> Float32 The area.
midpoint() -> Vector3 The average of the corners.
plane() -> Plane The plane the triangle lies in.
barycoord(point) -> Vector3 The weights of a, b and c at the point's projection onto the plane.
contains_point(point) -> Bool True if the projection lies inside or on an edge.
interpolate(point, at_a, at_b, at_c) -> Vector3 Three corner values mixed by the barycentric weights.
is_front_facing(direction) -> Bool True if a ray along the direction meets the front.
closest_point_to_point(point) -> Vector3 The nearest point on the face, an edge or a corner.

A degenerate triangle has its corners on one line. It has no normal, no plane and no barycentric coordinates, and those questions raise. three.js answers them with a zero vector or null. closest_point_to_point still answers: it uses the nearest point of the three edges.

Triangle.from_points_and_indices(points, a, b, c) picks three corners from a list. An index out of range raises. intersects_box(box) is Box3.intersects_triangle. a == b compares the corners in order.

Line3(start, end) is a segment. delta(), center(), distance(), distance_sq() and at(t) describe it. a == b compares the ends. closest_point_parameter(point, clamp) and closest_point(point, clamp) find the point nearest a point. A segment of no length raises for them.

distance_to_line(other) is the shortest distance between two segments. closest_points_to_line(other, on_self, on_other) is three.js's distanceSqToLine3. It writes the two nearest points and returns the squared distance. apply_matrix4(matrix) moves both ends.

Spherical and Cylindrical

math/spherical.mojo. Spherical(radius, phi, theta) names a point by its distance from the origin and two Angles. phi goes down from +y. theta turns about y from +z. Cylindrical(radius, theta, y) names a point by its distance from the y axis, the same theta and a height.

from_vector3(v) and to_vector3() convert both ways. The origin has both spherical angles zero. Spherical.make_safe() keeps phi a millionth of a radian away from each pole. OrbitControls holds its camera's offset as a Spherical.

Matrix2 and Box2

math/matrix2.mojo. Matrix2(m00, m01, m10, m11) is stored row by row and multiplies a column vector on its right. identity(), rotation(angle) and scaling(x, y) build one. a * b applies b first.

determinant(), transposed(), inverse() and transform(v) are the rest. A singular matrix raises for inverse. three.js returns zeros.

Box2(min, max) is Box3 in the plane. It has the same empty box, with its corners inside out. These members work as in Box3: from_points, from_center_and_size, expand_by_point, expand_by_vector, expand_by_scalar, union, intersect, translate, center, size, contains_point, contains_box, get_parameter, intersects_box, clamp_point, distance_to_point and ==. The empty box has its center at the origin, as in three.js.

MathUtils

math/utils.mojo. The scalar helpers of three.js's MathUtils: clamp, lerp, inverse_lerp, map_linear, damp, euclidean_modulo, pingpong, smootherstep, smooth_step, is_power_of_two, ceil_power_of_two and floor_power_of_two.

damp(x, y, rate, delta) takes the frame time as a Duration. smooth_step(x, low, high) has three.js's argument order. The shaders read smoothstep(edge0, edge1, x) from math/smoothstep.mojo, in GLSL's order.

degToRad and radToDeg are not here. An Angle converts itself.

generate_uuid(rng) is three.js's generateUUID, with the numbers from a SeededRandom.

quaternion_from_proper_euler(a, b, c, order) is three.js's setQuaternionFromProperEuler. order is a ProperEulerOrder: PROPER_XYX, PROPER_YZY, PROPER_ZXZ, PROPER_XZX, PROPER_YXY or PROPER_ZYZ. An invalid one raises; three.js warns.

normalize(value, component) and denormalize(value, component) convert between a number and a stored integer. component is a ComponentType, such as UINT8_COMPONENT. three.js reads it from the typed array.

SeededRandom(seed) is three.js's Mulberry32 generator. next() returns a number from zero up to one. float_in(low, high), float_spread(spread) and int_in(low, high) are three.js's randFloat, randFloatSpread and randInt. The same seed gives the same numbers as three.js's seededRandom, on every platform.

Home

Tutorials

How-to

Reference

Explanation

Clone this wiki locally