@holoscript/std 2.1.0 → 6.0.3

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Files changed (159) hide show
  1. package/CHANGELOG.md +7 -0
  2. package/LICENSE +21 -0
  3. package/README.md +197 -0
  4. package/dist/__tests__/EconomicPrimitives.test.d.ts +2 -0
  5. package/dist/__tests__/EconomicPrimitives.test.d.ts.map +1 -0
  6. package/dist/__tests__/EconomicTraits.test.d.ts +2 -0
  7. package/dist/__tests__/EconomicTraits.test.d.ts.map +1 -0
  8. package/dist/__tests__/SimulationLabPrimitives.test.d.ts +2 -0
  9. package/dist/__tests__/SimulationLabPrimitives.test.d.ts.map +1 -0
  10. package/dist/__tests__/collections.test.d.ts +2 -0
  11. package/dist/__tests__/collections.test.d.ts.map +1 -0
  12. package/dist/__tests__/events.test.d.ts +2 -0
  13. package/dist/__tests__/events.test.d.ts.map +1 -0
  14. package/dist/__tests__/index.test.d.ts +2 -0
  15. package/dist/__tests__/index.test.d.ts.map +1 -0
  16. package/dist/__tests__/materials.test.d.ts +2 -0
  17. package/dist/__tests__/materials.test.d.ts.map +1 -0
  18. package/dist/__tests__/math.test.d.ts +2 -0
  19. package/dist/__tests__/math.test.d.ts.map +1 -0
  20. package/dist/__tests__/physics.test.d.ts +2 -0
  21. package/dist/__tests__/physics.test.d.ts.map +1 -0
  22. package/dist/__tests__/spatial.test.d.ts +2 -0
  23. package/dist/__tests__/spatial.test.d.ts.map +1 -0
  24. package/dist/__tests__/standard-library-fundamentals.test.d.ts +2 -0
  25. package/dist/__tests__/standard-library-fundamentals.test.d.ts.map +1 -0
  26. package/dist/__tests__/string-and-time-utilities.test.d.ts +2 -0
  27. package/dist/__tests__/string-and-time-utilities.test.d.ts.map +1 -0
  28. package/dist/__tests__/string-decoupled.test.d.ts +2 -0
  29. package/dist/__tests__/string-decoupled.test.d.ts.map +1 -0
  30. package/dist/__tests__/string.test.d.ts +2 -0
  31. package/dist/__tests__/string.test.d.ts.map +1 -0
  32. package/dist/__tests__/time.test.d.ts +2 -0
  33. package/dist/__tests__/time.test.d.ts.map +1 -0
  34. package/dist/chunk-7HVUYGPS.js +679 -0
  35. package/dist/chunk-7HVUYGPS.js.map +1 -0
  36. package/dist/chunk-P4O3WNG2.js +287 -0
  37. package/dist/chunk-P4O3WNG2.js.map +1 -0
  38. package/dist/chunk-PFX2JM4X.js +683 -0
  39. package/dist/chunk-PFX2JM4X.js.map +1 -0
  40. package/dist/chunk-W2Q3LUCM.js +348 -0
  41. package/dist/chunk-W2Q3LUCM.js.map +1 -0
  42. package/dist/chunk-WS6W35YC.js +443 -0
  43. package/dist/chunk-WS6W35YC.js.map +1 -0
  44. package/dist/chunk-ZXVZAQCZ.js +470 -0
  45. package/dist/chunk-ZXVZAQCZ.js.map +1 -0
  46. package/dist/collections.cjs +715 -0
  47. package/dist/collections.cjs.map +1 -0
  48. package/dist/collections.d.ts.map +1 -1
  49. package/dist/collections.js +16 -719
  50. package/dist/collections.js.map +1 -1
  51. package/dist/events.d.ts +32 -0
  52. package/dist/events.d.ts.map +1 -0
  53. package/dist/index.cjs +4101 -0
  54. package/dist/index.cjs.map +1 -0
  55. package/dist/index.d.ts +21 -9
  56. package/dist/index.d.ts.map +1 -1
  57. package/dist/index.js +1270 -157
  58. package/dist/index.js.map +1 -1
  59. package/dist/materials.d.ts +50 -0
  60. package/dist/materials.d.ts.map +1 -0
  61. package/dist/math.cjs +591 -0
  62. package/dist/math.cjs.map +1 -0
  63. package/dist/math.d.ts.map +1 -1
  64. package/dist/math.js +51 -537
  65. package/dist/math.js.map +1 -1
  66. package/dist/physics.d.ts +59 -0
  67. package/dist/physics.d.ts.map +1 -0
  68. package/dist/spatial.d.ts +82 -0
  69. package/dist/spatial.d.ts.map +1 -0
  70. package/dist/string.basic.test.d.ts +5 -0
  71. package/dist/string.basic.test.d.ts.map +1 -0
  72. package/dist/string.cjs +422 -0
  73. package/dist/string.cjs.map +1 -0
  74. package/dist/string.d.ts +5 -1
  75. package/dist/string.d.ts.map +1 -1
  76. package/dist/string.js +106 -442
  77. package/dist/string.js.map +1 -1
  78. package/dist/string.test.d.ts +5 -0
  79. package/dist/string.test.d.ts.map +1 -0
  80. package/dist/time.cjs +512 -0
  81. package/dist/time.cjs.map +1 -0
  82. package/dist/time.d.ts.map +1 -1
  83. package/dist/time.js +41 -528
  84. package/dist/time.js.map +1 -1
  85. package/dist/traits/ARTraits.d.ts +14 -0
  86. package/dist/traits/ARTraits.d.ts.map +1 -0
  87. package/dist/traits/EconomicPrimitives.cjs +335 -0
  88. package/dist/traits/EconomicPrimitives.cjs.map +1 -0
  89. package/dist/traits/EconomicPrimitives.d.ts +345 -0
  90. package/dist/traits/EconomicPrimitives.d.ts.map +1 -0
  91. package/dist/traits/EconomicPrimitives.js +55 -0
  92. package/dist/traits/EconomicPrimitives.js.map +1 -0
  93. package/dist/traits/EconomicTraits.cjs +471 -0
  94. package/dist/traits/EconomicTraits.cjs.map +1 -0
  95. package/dist/traits/EconomicTraits.d.ts +71 -0
  96. package/dist/traits/EconomicTraits.d.ts.map +1 -0
  97. package/dist/traits/EconomicTraits.js +17 -0
  98. package/dist/traits/EconomicTraits.js.map +1 -0
  99. package/dist/traits/IoTTraits.d.ts +14 -0
  100. package/dist/traits/IoTTraits.d.ts.map +1 -0
  101. package/dist/traits/SimulationLabPrimitives.d.ts +187 -0
  102. package/dist/traits/SimulationLabPrimitives.d.ts.map +1 -0
  103. package/dist/traits/SimulationLabTraits.d.ts +42 -0
  104. package/dist/traits/SimulationLabTraits.d.ts.map +1 -0
  105. package/dist/traits/VRRTraits.d.ts +150 -0
  106. package/dist/traits/VRRTraits.d.ts.map +1 -0
  107. package/dist/traits/__tests__/ARTraits.test.d.ts +2 -0
  108. package/dist/traits/__tests__/ARTraits.test.d.ts.map +1 -0
  109. package/dist/traits/__tests__/EconomicPrimitives.test.d.ts +2 -0
  110. package/dist/traits/__tests__/EconomicPrimitives.test.d.ts.map +1 -0
  111. package/dist/traits/__tests__/EconomicTraits.test.d.ts +2 -0
  112. package/dist/traits/__tests__/EconomicTraits.test.d.ts.map +1 -0
  113. package/dist/types.d.ts +9 -0
  114. package/dist/types.d.ts.map +1 -1
  115. package/error-utf8.log +6 -0
  116. package/error.log +0 -0
  117. package/package.json +42 -19
  118. package/src/__tests__/EconomicPrimitives.test.ts +690 -0
  119. package/src/__tests__/EconomicTraits.test.ts +425 -0
  120. package/src/__tests__/SimulationLabPrimitives.test.ts +415 -0
  121. package/src/__tests__/collections.test.ts +182 -0
  122. package/src/__tests__/events.test.ts +135 -0
  123. package/src/__tests__/index.test.ts +14 -0
  124. package/src/__tests__/materials.test.ts +84 -0
  125. package/src/__tests__/math.test.ts +246 -0
  126. package/src/__tests__/physics.test.ts +83 -0
  127. package/src/__tests__/spatial.test.ts +333 -0
  128. package/src/__tests__/standard-library-fundamentals.test.ts +1301 -0
  129. package/src/__tests__/string-and-time-utilities.test.ts +1070 -0
  130. package/src/__tests__/string-decoupled.test.ts +14 -0
  131. package/src/__tests__/string.test.ts +164 -0
  132. package/src/__tests__/time.test.ts +110 -0
  133. package/src/collections.ts +8 -2
  134. package/src/events.ts +88 -0
  135. package/src/index.ts +161 -11
  136. package/src/materials.ts +109 -0
  137. package/src/math.ts +30 -14
  138. package/src/physics.ts +141 -0
  139. package/src/spatial.ts +320 -0
  140. package/src/string.basic.test.ts +14 -0
  141. package/src/string.test.ts +335 -0
  142. package/src/string.ts +45 -13
  143. package/src/time.ts +10 -11
  144. package/src/traits/ARTraits.ts +103 -0
  145. package/src/traits/EconomicPrimitives.ts +755 -0
  146. package/src/traits/EconomicTraits.ts +552 -0
  147. package/src/traits/IoTTraits.ts +102 -0
  148. package/src/traits/SimulationLabPrimitives.ts +650 -0
  149. package/src/traits/SimulationLabTraits.ts +191 -0
  150. package/src/traits/VRRTraits.ts +326 -0
  151. package/src/traits/__tests__/ARTraits.test.ts +14 -0
  152. package/src/traits/__tests__/EconomicPrimitives.test.ts +14 -0
  153. package/src/traits/__tests__/EconomicTraits.test.ts +14 -0
  154. package/src/types.ts +47 -12
  155. package/std_error.log +5 -0
  156. package/tsup.config.ts +17 -0
  157. package/vitest.config.ts +10 -0
  158. package/dist/types.js +0 -198
  159. package/dist/types.js.map +0 -1
@@ -0,0 +1,109 @@
1
+ /**
2
+ * @holoscript/std — Materials Module
3
+ *
4
+ * Provides PBR material types, texture map definitions, and material presets.
5
+ * Maps directly to HoloScript material_block grammar constructs.
6
+ *
7
+ * @version 0.2.0
8
+ * @module @holoscript/std/materials
9
+ */
10
+
11
+ // =============================================================================
12
+ // PBR Material
13
+ // =============================================================================
14
+
15
+ export interface PBRMaterial {
16
+ name: string;
17
+ baseColor: string; // hex color
18
+ roughness: number; // 0.0 - 1.0
19
+ metallic: number; // 0.0 - 1.0
20
+ emissiveColor?: string;
21
+ emissiveIntensity?: number;
22
+ opacity?: number; // 0.0 - 1.0
23
+ ior?: number; // Index of refraction (glass ~1.5, water ~1.33)
24
+ subsurface?: number;
25
+ clearcoat?: number;
26
+ clearcoatRoughness?: number;
27
+ // Texture maps
28
+ albedoMap?: string;
29
+ normalMap?: string;
30
+ roughnessMap?: string;
31
+ metallicMap?: string;
32
+ emissionMap?: string;
33
+ aoMap?: string;
34
+ heightMap?: string;
35
+ opacityMap?: string;
36
+ displacementMap?: string;
37
+ }
38
+
39
+ export interface UnlitMaterial {
40
+ name: string;
41
+ color: string;
42
+ emissiveColor?: string;
43
+ emissiveIntensity?: number;
44
+ opacity?: number;
45
+ texture?: string;
46
+ }
47
+
48
+ // =============================================================================
49
+ // Material Presets
50
+ // =============================================================================
51
+
52
+ export const MATERIAL_PRESETS: Record<string, Partial<PBRMaterial>> = {
53
+ metal: { roughness: 0.2, metallic: 1.0 },
54
+ wood: { roughness: 0.85, metallic: 0.0, baseColor: '#8B6914' },
55
+ glass: { roughness: 0.05, metallic: 0.0, opacity: 0.3, ior: 1.5 },
56
+ plastic: { roughness: 0.4, metallic: 0.0 },
57
+ concrete: { roughness: 0.95, metallic: 0.0, baseColor: '#808080' },
58
+ fabric: { roughness: 0.9, metallic: 0.0, subsurface: 0.2 },
59
+ water: { roughness: 0.05, metallic: 0.0, opacity: 0.7, ior: 1.33 },
60
+ rubber: { roughness: 0.95, metallic: 0.0, baseColor: '#222222' },
61
+ marble: { roughness: 0.3, metallic: 0.0, baseColor: '#f0f0f0' },
62
+ skin: { roughness: 0.6, metallic: 0.0, subsurface: 0.5 },
63
+ foliage: { roughness: 0.8, metallic: 0.0, baseColor: '#2d5a27', subsurface: 0.3 },
64
+ chrome: { roughness: 0.05, metallic: 1.0, baseColor: '#cccccc' },
65
+ gold: { roughness: 0.2, metallic: 1.0, baseColor: '#ffd700' },
66
+ copper: { roughness: 0.3, metallic: 1.0, baseColor: '#b87333' },
67
+ ice: { roughness: 0.1, metallic: 0.0, opacity: 0.8, ior: 1.31 },
68
+ };
69
+
70
+ export function createPBRMaterial(
71
+ name: string,
72
+ preset?: keyof typeof MATERIAL_PRESETS,
73
+ overrides?: Partial<PBRMaterial>
74
+ ): PBRMaterial {
75
+ const base = preset ? MATERIAL_PRESETS[preset] : {};
76
+ return {
77
+ name,
78
+ baseColor: '#ffffff',
79
+ roughness: 0.5,
80
+ metallic: 0.0,
81
+ ...base,
82
+ ...overrides,
83
+ };
84
+ }
85
+
86
+ // =============================================================================
87
+ // Texture Map Types
88
+ // =============================================================================
89
+
90
+ export type TextureMapType =
91
+ | 'albedo_map'
92
+ | 'normal_map'
93
+ | 'roughness_map'
94
+ | 'metallic_map'
95
+ | 'emission_map'
96
+ | 'ao_map'
97
+ | 'height_map'
98
+ | 'opacity_map'
99
+ | 'displacement_map'
100
+ | 'specular_map'
101
+ | 'clearcoat_map';
102
+
103
+ export interface TextureConfig {
104
+ source: string;
105
+ tiling?: [number, number];
106
+ offset?: [number, number];
107
+ filter?: 'linear' | 'nearest';
108
+ wrap?: 'repeat' | 'clamp' | 'mirror';
109
+ }
package/src/math.ts CHANGED
@@ -4,7 +4,7 @@
4
4
  * Vector math, quaternion operations, interpolation, and noise functions.
5
5
  */
6
6
 
7
- import type { Vec2, Vec3, Vec4, Quat, EulerAngles, AABB, Ray, RaycastHit } from './types.js';
7
+ import type { Vec2, Vec3, Quat, EulerAngles, AABB } from './types.js';
8
8
  import { vec3, quat } from './types.js';
9
9
 
10
10
  // =============================================================================
@@ -34,7 +34,13 @@ export function inverseLerp(a: number, b: number, value: number): number {
34
34
  return (value - a) / (b - a);
35
35
  }
36
36
 
37
- export function remap(value: number, inMin: number, inMax: number, outMin: number, outMax: number): number {
37
+ export function remap(
38
+ value: number,
39
+ inMin: number,
40
+ inMax: number,
41
+ outMin: number,
42
+ outMax: number
43
+ ): number {
38
44
  return lerp(outMin, outMax, inverseLerp(inMin, inMax, value));
39
45
  }
40
46
 
@@ -153,10 +159,7 @@ export const vec3Math = {
153
159
  const dot = clamp(vec3Math.dot(a, b), -1, 1);
154
160
  const theta = Math.acos(dot) * t;
155
161
  const relative = vec3Math.normalize(vec3Math.sub(b, vec3Math.mul(a, dot)));
156
- return vec3Math.add(
157
- vec3Math.mul(a, Math.cos(theta)),
158
- vec3Math.mul(relative, Math.sin(theta))
159
- );
162
+ return vec3Math.add(vec3Math.mul(a, Math.cos(theta)), vec3Math.mul(relative, Math.sin(theta)));
160
163
  },
161
164
 
162
165
  negate: (v: Vec3): Vec3 => ({ x: -v.x, y: -v.y, z: -v.z }),
@@ -406,17 +409,23 @@ export const quatMath = {
406
409
  export const aabbMath = {
407
410
  contains: (aabb: AABB, point: Vec3): boolean => {
408
411
  return (
409
- point.x >= aabb.min.x && point.x <= aabb.max.x &&
410
- point.y >= aabb.min.y && point.y <= aabb.max.y &&
411
- point.z >= aabb.min.z && point.z <= aabb.max.z
412
+ point.x >= aabb.min.x &&
413
+ point.x <= aabb.max.x &&
414
+ point.y >= aabb.min.y &&
415
+ point.y <= aabb.max.y &&
416
+ point.z >= aabb.min.z &&
417
+ point.z <= aabb.max.z
412
418
  );
413
419
  },
414
420
 
415
421
  intersects: (a: AABB, b: AABB): boolean => {
416
422
  return (
417
- a.min.x <= b.max.x && a.max.x >= b.min.x &&
418
- a.min.y <= b.max.y && a.max.y >= b.min.y &&
419
- a.min.z <= b.max.z && a.max.z >= b.min.z
423
+ a.min.x <= b.max.x &&
424
+ a.max.x >= b.min.x &&
425
+ a.min.y <= b.max.y &&
426
+ a.max.y >= b.min.y &&
427
+ a.min.z <= b.max.z &&
428
+ a.max.z >= b.min.z
420
429
  );
421
430
  },
422
431
 
@@ -508,7 +517,14 @@ export const noise = {
508
517
  /**
509
518
  * Fractal Brownian Motion (fBm)
510
519
  */
511
- fbm: (x: number, y: number, z: number, octaves: number = 6, lacunarity: number = 2, gain: number = 0.5): number => {
520
+ fbm: (
521
+ x: number,
522
+ y: number,
523
+ z: number,
524
+ octaves: number = 6,
525
+ lacunarity: number = 2,
526
+ gain: number = 0.5
527
+ ): number => {
512
528
  let value = 0;
513
529
  let amplitude = 1;
514
530
  let frequency = 1;
@@ -550,7 +566,7 @@ export const noise = {
550
566
 
551
567
  // Pseudo-random point in cell
552
568
  const hash = perm[(perm[(perm[cellX & 255] + cellY) & 255] + cellZ) & 255];
553
- const px = cellX + (hash / 255);
569
+ const px = cellX + hash / 255;
554
570
  const py = cellY + ((hash * 7) % 255) / 255;
555
571
  const pz = cellZ + ((hash * 13) % 255) / 255;
556
572
 
package/src/physics.ts ADDED
@@ -0,0 +1,141 @@
1
+ /**
2
+ * @holoscript/std — Physics Module
3
+ *
4
+ * Provides physics primitives: ColliderShape, RigidbodyConfig, ForceField, Joint.
5
+ * Runtime representations for HoloScript physics blocks.
6
+ *
7
+ * @version 0.2.0
8
+ * @module @holoscript/std/physics
9
+ */
10
+
11
+ import type { Vec3 } from './spatial.js';
12
+
13
+ // =============================================================================
14
+ // Collider Shapes
15
+ // =============================================================================
16
+
17
+ export type ColliderShapeType =
18
+ | 'box'
19
+ | 'sphere'
20
+ | 'capsule'
21
+ | 'mesh'
22
+ | 'convex'
23
+ | 'cylinder'
24
+ | 'heightfield';
25
+
26
+ export interface ColliderConfig {
27
+ shape: ColliderShapeType;
28
+ isTrigger: boolean;
29
+ friction: number;
30
+ restitution: number;
31
+ // Shape-specific
32
+ radius?: number;
33
+ halfExtents?: Vec3;
34
+ height?: number;
35
+ meshAsset?: string;
36
+ }
37
+
38
+ export function createBoxCollider(
39
+ halfExtents: Vec3,
40
+ options?: Partial<ColliderConfig>
41
+ ): ColliderConfig {
42
+ return {
43
+ shape: 'box',
44
+ isTrigger: false,
45
+ friction: 0.5,
46
+ restitution: 0.0,
47
+ halfExtents,
48
+ ...options,
49
+ };
50
+ }
51
+
52
+ export function createSphereCollider(
53
+ radius: number,
54
+ options?: Partial<ColliderConfig>
55
+ ): ColliderConfig {
56
+ return { shape: 'sphere', isTrigger: false, friction: 0.5, restitution: 0.0, radius, ...options };
57
+ }
58
+
59
+ export function createCapsuleCollider(
60
+ radius: number,
61
+ height: number,
62
+ options?: Partial<ColliderConfig>
63
+ ): ColliderConfig {
64
+ return {
65
+ shape: 'capsule',
66
+ isTrigger: false,
67
+ friction: 0.5,
68
+ restitution: 0.0,
69
+ radius,
70
+ height,
71
+ ...options,
72
+ };
73
+ }
74
+
75
+ // =============================================================================
76
+ // Rigidbody
77
+ // =============================================================================
78
+
79
+ export interface RigidbodyConfig {
80
+ mass: number;
81
+ useGravity: boolean;
82
+ linearDamping: number;
83
+ angularDamping: number;
84
+ freezePosition: [boolean, boolean, boolean];
85
+ freezeRotation: [boolean, boolean, boolean];
86
+ isKinematic: boolean;
87
+ }
88
+
89
+ export function createRigidbody(mass: number, options?: Partial<RigidbodyConfig>): RigidbodyConfig {
90
+ return {
91
+ mass,
92
+ useGravity: true,
93
+ linearDamping: 0.0,
94
+ angularDamping: 0.05,
95
+ freezePosition: [false, false, false],
96
+ freezeRotation: [false, false, false],
97
+ isKinematic: false,
98
+ ...options,
99
+ };
100
+ }
101
+
102
+ // =============================================================================
103
+ // Force Fields
104
+ // =============================================================================
105
+
106
+ export type ForceFieldType = 'directional' | 'radial' | 'vortex' | 'buoyancy';
107
+
108
+ export interface ForceFieldConfig {
109
+ type: ForceFieldType;
110
+ strength: number;
111
+ direction?: Vec3;
112
+ falloff: 'none' | 'linear' | 'quadratic';
113
+ turbulence: number;
114
+ }
115
+
116
+ // =============================================================================
117
+ // Joints
118
+ // =============================================================================
119
+
120
+ export type JointType = 'hinge' | 'slider' | 'ball_socket' | 'fixed' | 'd6' | 'spring';
121
+
122
+ export interface JointConfig {
123
+ type: JointType;
124
+ connectedBody?: string;
125
+ axis?: Vec3;
126
+ limits?: [number, number];
127
+ damping: number;
128
+ springForce?: number;
129
+ breakForce?: number;
130
+ }
131
+
132
+ // =============================================================================
133
+ // Raycast Utility
134
+ // =============================================================================
135
+
136
+ export interface RaycastHit {
137
+ point: Vec3;
138
+ normal: Vec3;
139
+ distance: number;
140
+ objectName: string;
141
+ }
package/src/spatial.ts ADDED
@@ -0,0 +1,320 @@
1
+ /**
2
+ * @holoscript/std — Spatial Module
3
+ *
4
+ * Provides spatial math utilities: Vec3, Quaternion, Transform, Ray, AABB, distance.
5
+ * Used by the HoloScript runtime for spatial computing operations.
6
+ *
7
+ * @version 0.2.0
8
+ * @module @holoscript/std/spatial
9
+ */
10
+
11
+ // =============================================================================
12
+ // Vec3
13
+ // =============================================================================
14
+
15
+ export class Vec3 {
16
+ constructor(
17
+ public x: number = 0,
18
+ public y: number = 0,
19
+ public z: number = 0
20
+ ) {}
21
+
22
+ static zero(): Vec3 {
23
+ return new Vec3(0, 0, 0);
24
+ }
25
+ static one(): Vec3 {
26
+ return new Vec3(1, 1, 1);
27
+ }
28
+ static up(): Vec3 {
29
+ return new Vec3(0, 1, 0);
30
+ }
31
+ static down(): Vec3 {
32
+ return new Vec3(0, -1, 0);
33
+ }
34
+ static forward(): Vec3 {
35
+ return new Vec3(0, 0, -1);
36
+ }
37
+ static right(): Vec3 {
38
+ return new Vec3(1, 0, 0);
39
+ }
40
+
41
+ add(other: Vec3): Vec3 {
42
+ return new Vec3(this.x + other.x, this.y + other.y, this.z + other.z);
43
+ }
44
+ sub(other: Vec3): Vec3 {
45
+ return new Vec3(this.x - other.x, this.y - other.y, this.z - other.z);
46
+ }
47
+ mul(s: number): Vec3 {
48
+ return new Vec3(this.x * s, this.y * s, this.z * s);
49
+ }
50
+ div(s: number): Vec3 {
51
+ return new Vec3(this.x / s, this.y / s, this.z / s);
52
+ }
53
+
54
+ dot(other: Vec3): number {
55
+ return this.x * other.x + this.y * other.y + this.z * other.z;
56
+ }
57
+ cross(other: Vec3): Vec3 {
58
+ return new Vec3(
59
+ this.y * other.z - this.z * other.y,
60
+ this.z * other.x - this.x * other.z,
61
+ this.x * other.y - this.y * other.x
62
+ );
63
+ }
64
+
65
+ length(): number {
66
+ return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
67
+ }
68
+ lengthSquared(): number {
69
+ return this.x * this.x + this.y * this.y + this.z * this.z;
70
+ }
71
+ normalize(): Vec3 {
72
+ const l = this.length();
73
+ return l > 0 ? this.div(l) : Vec3.zero();
74
+ }
75
+
76
+ distanceTo(other: Vec3): number {
77
+ return this.sub(other).length();
78
+ }
79
+ lerp(other: Vec3, t: number): Vec3 {
80
+ return this.add(other.sub(this).mul(t));
81
+ }
82
+
83
+ toArray(): [number, number, number] {
84
+ return [this.x, this.y, this.z];
85
+ }
86
+ static fromArray(arr: number[]): Vec3 {
87
+ return new Vec3(arr[0] || 0, arr[1] || 0, arr[2] || 0);
88
+ }
89
+
90
+ equals(other: Vec3, epsilon = 1e-6): boolean {
91
+ return (
92
+ Math.abs(this.x - other.x) < epsilon &&
93
+ Math.abs(this.y - other.y) < epsilon &&
94
+ Math.abs(this.z - other.z) < epsilon
95
+ );
96
+ }
97
+
98
+ toString(): string {
99
+ return `Vec3(${this.x}, ${this.y}, ${this.z})`;
100
+ }
101
+ }
102
+
103
+ // =============================================================================
104
+ // Quaternion
105
+ // =============================================================================
106
+
107
+ export class Quaternion {
108
+ constructor(
109
+ public x = 0,
110
+ public y = 0,
111
+ public z = 0,
112
+ public w = 1
113
+ ) {}
114
+
115
+ static identity(): Quaternion {
116
+ return new Quaternion(0, 0, 0, 1);
117
+ }
118
+
119
+ static fromEuler(x: number, y: number, z: number): Quaternion {
120
+ const cx = Math.cos(x * 0.5),
121
+ sx = Math.sin(x * 0.5);
122
+ const cy = Math.cos(y * 0.5),
123
+ sy = Math.sin(y * 0.5);
124
+ const cz = Math.cos(z * 0.5),
125
+ sz = Math.sin(z * 0.5);
126
+ return new Quaternion(
127
+ sx * cy * cz - cx * sy * sz,
128
+ cx * sy * cz + sx * cy * sz,
129
+ cx * cy * sz - sx * sy * cz,
130
+ cx * cy * cz + sx * sy * sz
131
+ );
132
+ }
133
+
134
+ static fromAxisAngle(axis: Vec3, angle: number): Quaternion {
135
+ const half = angle * 0.5;
136
+ const s = Math.sin(half);
137
+ const n = axis.normalize();
138
+ return new Quaternion(n.x * s, n.y * s, n.z * s, Math.cos(half));
139
+ }
140
+
141
+ multiply(other: Quaternion): Quaternion {
142
+ return new Quaternion(
143
+ this.w * other.x + this.x * other.w + this.y * other.z - this.z * other.y,
144
+ this.w * other.y - this.x * other.z + this.y * other.w + this.z * other.x,
145
+ this.w * other.z + this.x * other.y - this.y * other.x + this.z * other.w,
146
+ this.w * other.w - this.x * other.x - this.y * other.y - this.z * other.z
147
+ );
148
+ }
149
+
150
+ rotateVec3(v: Vec3): Vec3 {
151
+ const u = new Vec3(this.x, this.y, this.z);
152
+ const s = this.w;
153
+ return u
154
+ .mul(2 * u.dot(v))
155
+ .add(v.mul(s * s - u.dot(u)))
156
+ .add(u.cross(v).mul(2 * s));
157
+ }
158
+
159
+ slerp(other: Quaternion, t: number): Quaternion {
160
+ let dot = this.x * other.x + this.y * other.y + this.z * other.z + this.w * other.w;
161
+ const neg = dot < 0;
162
+ if (neg) dot = -dot;
163
+ if (dot > 0.9995) {
164
+ // Linear interpolation for very close quaternions
165
+ const r = new Quaternion(
166
+ this.x + t * ((neg ? -other.x : other.x) - this.x),
167
+ this.y + t * ((neg ? -other.y : other.y) - this.y),
168
+ this.z + t * ((neg ? -other.z : other.z) - this.z),
169
+ this.w + t * ((neg ? -other.w : other.w) - this.w)
170
+ );
171
+ const len = Math.sqrt(r.x * r.x + r.y * r.y + r.z * r.z + r.w * r.w);
172
+ return new Quaternion(r.x / len, r.y / len, r.z / len, r.w / len);
173
+ }
174
+ const theta = Math.acos(dot);
175
+ const sinTheta = Math.sin(theta);
176
+ const a = Math.sin((1 - t) * theta) / sinTheta;
177
+ const b = (Math.sin(t * theta) / sinTheta) * (neg ? -1 : 1);
178
+ return new Quaternion(
179
+ a * this.x + b * other.x,
180
+ a * this.y + b * other.y,
181
+ a * this.z + b * other.z,
182
+ a * this.w + b * other.w
183
+ );
184
+ }
185
+
186
+ normalize(): Quaternion {
187
+ const len = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
188
+ return new Quaternion(this.x / len, this.y / len, this.z / len, this.w / len);
189
+ }
190
+
191
+ toEuler(): Vec3 {
192
+ const sinr = 2 * (this.w * this.x + this.y * this.z);
193
+ const cosr = 1 - 2 * (this.x * this.x + this.y * this.y);
194
+ const sinp = 2 * (this.w * this.y - this.z * this.x);
195
+ const siny = 2 * (this.w * this.z + this.x * this.y);
196
+ const cosy = 1 - 2 * (this.y * this.y + this.z * this.z);
197
+ return new Vec3(
198
+ Math.atan2(sinr, cosr),
199
+ Math.abs(sinp) >= 1 ? (Math.sign(sinp) * Math.PI) / 2 : Math.asin(sinp),
200
+ Math.atan2(siny, cosy)
201
+ );
202
+ }
203
+ }
204
+
205
+ // =============================================================================
206
+ // Transform
207
+ // =============================================================================
208
+
209
+ export class Transform {
210
+ constructor(
211
+ public position: Vec3 = Vec3.zero(),
212
+ public rotation: Quaternion = Quaternion.identity(),
213
+ public scale: Vec3 = Vec3.one()
214
+ ) {}
215
+
216
+ static identity(): Transform {
217
+ return new Transform();
218
+ }
219
+
220
+ transformPoint(point: Vec3): Vec3 {
221
+ const scaled = new Vec3(point.x * this.scale.x, point.y * this.scale.y, point.z * this.scale.z);
222
+ return this.rotation.rotateVec3(scaled).add(this.position);
223
+ }
224
+
225
+ transformDirection(dir: Vec3): Vec3 {
226
+ return this.rotation.rotateVec3(dir);
227
+ }
228
+ }
229
+
230
+ // =============================================================================
231
+ // Ray & AABB
232
+ // =============================================================================
233
+
234
+ export class Ray {
235
+ constructor(
236
+ public origin: Vec3,
237
+ public direction: Vec3
238
+ ) {}
239
+
240
+ pointAt(t: number): Vec3 {
241
+ return this.origin.add(this.direction.mul(t));
242
+ }
243
+ }
244
+
245
+ export class AABB {
246
+ constructor(
247
+ public min: Vec3,
248
+ public max: Vec3
249
+ ) {}
250
+
251
+ contains(point: Vec3): boolean {
252
+ return (
253
+ point.x >= this.min.x &&
254
+ point.x <= this.max.x &&
255
+ point.y >= this.min.y &&
256
+ point.y <= this.max.y &&
257
+ point.z >= this.min.z &&
258
+ point.z <= this.max.z
259
+ );
260
+ }
261
+
262
+ intersects(other: AABB): boolean {
263
+ return (
264
+ this.min.x <= other.max.x &&
265
+ this.max.x >= other.min.x &&
266
+ this.min.y <= other.max.y &&
267
+ this.max.y >= other.min.y &&
268
+ this.min.z <= other.max.z &&
269
+ this.max.z >= other.min.z
270
+ );
271
+ }
272
+
273
+ center(): Vec3 {
274
+ return this.min.add(this.max).div(2);
275
+ }
276
+ size(): Vec3 {
277
+ return this.max.sub(this.min);
278
+ }
279
+
280
+ intersectsRay(ray: Ray): number | null {
281
+ let tmin = (this.min.x - ray.origin.x) / ray.direction.x;
282
+ let tmax = (this.max.x - ray.origin.x) / ray.direction.x;
283
+ if (tmin > tmax) [tmin, tmax] = [tmax, tmin];
284
+
285
+ let tymin = (this.min.y - ray.origin.y) / ray.direction.y;
286
+ let tymax = (this.max.y - ray.origin.y) / ray.direction.y;
287
+ if (tymin > tymax) [tymin, tymax] = [tymax, tymin];
288
+
289
+ if (tmin > tymax || tymin > tmax) return null;
290
+ tmin = Math.max(tmin, tymin);
291
+ tmax = Math.min(tmax, tymax);
292
+
293
+ let tzmin = (this.min.z - ray.origin.z) / ray.direction.z;
294
+ let tzmax = (this.max.z - ray.origin.z) / ray.direction.z;
295
+ if (tzmin > tzmax) [tzmin, tzmax] = [tzmax, tzmin];
296
+
297
+ if (tmin > tzmax || tzmin > tmax) return null;
298
+ return Math.max(tmin, tzmin);
299
+ }
300
+ }
301
+
302
+ // =============================================================================
303
+ // Utility Functions
304
+ // =============================================================================
305
+
306
+ export function distance(a: Vec3, b: Vec3): number {
307
+ return a.distanceTo(b);
308
+ }
309
+ export function lerp(a: number, b: number, t: number): number {
310
+ return a + (b - a) * t;
311
+ }
312
+ export function clamp(v: number, min: number, max: number): number {
313
+ return Math.min(Math.max(v, min), max);
314
+ }
315
+ export function degToRad(deg: number): number {
316
+ return deg * (Math.PI / 180);
317
+ }
318
+ export function radToDeg(rad: number): number {
319
+ return rad * (180 / Math.PI);
320
+ }
@@ -0,0 +1,14 @@
1
+ /**
2
+ * @fileoverview Basic test to verify formatBytes function
3
+ */
4
+
5
+ import { describe, it, expect } from 'vitest';
6
+ import { formatBytes } from './string.js';
7
+
8
+ describe('formatBytes basic test', () => {
9
+ it('should format bytes correctly', () => {
10
+ expect(formatBytes(0)).toBe('0 B');
11
+ expect(formatBytes(1024)).toBe('1 KB');
12
+ expect(formatBytes(1048576)).toBe('1 MB');
13
+ });
14
+ });