@rosetears/aili-pi 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +109 -0
- package/THIRD_PARTY_NOTICES.md +64 -0
- package/extensions/index.ts +6 -0
- package/install.sh +5 -0
- package/manifests/adapter-evidence.json +45 -0
- package/manifests/capabilities.json +124 -0
- package/manifests/live-verification.json +26 -0
- package/manifests/provenance.json +71 -0
- package/manifests/roles.json +474 -0
- package/manifests/sbom.json +7797 -0
- package/manifests/skill-compatibility.json +8100 -0
- package/manifests/subagent-provenance.json +37 -0
- package/package.json +91 -0
- package/prompts/build.md +8 -0
- package/prompts/define.md +8 -0
- package/prompts/ideate.md +8 -0
- package/prompts/local-review.md +8 -0
- package/prompts/ship.md +8 -0
- package/roles/agent-evaluator.md +47 -0
- package/roles/ai-regression-scout.md +47 -0
- package/roles/browser-qa-runner.md +47 -0
- package/roles/code-reviewer.md +47 -0
- package/roles/code-scout.md +47 -0
- package/roles/convergence-reviewer.md +55 -0
- package/roles/doc-researcher.md +47 -0
- package/roles/e2e-artifact-runner.md +47 -0
- package/roles/implementer.md +47 -0
- package/roles/opensource-sanitizer.md +47 -0
- package/roles/plan-auditor.md +47 -0
- package/roles/pr-test-analyzer.md +47 -0
- package/roles/security-auditor.md +47 -0
- package/roles/silent-failure-reviewer.md +47 -0
- package/roles/spec-miner.md +47 -0
- package/roles/test-coverage-reviewer.md +47 -0
- package/roles/test-engineer.md +48 -0
- package/roles/web-performance-auditor.md +47 -0
- package/roles/web-researcher.md +47 -0
- package/scripts/apply-adapter-evidence.ts +73 -0
- package/scripts/bootstrap.sh +180 -0
- package/scripts/generate-provenance.ts +143 -0
- package/scripts/local-package-e2e.ts +51 -0
- package/scripts/sync-roles.ts +213 -0
- package/scripts/sync-skills.ts +356 -0
- package/scripts/validate-runtime.ts +11 -0
- package/skills/academic-paper-review/SKILL.md +81 -0
- package/skills/agents-md-initialization/SKILL.md +121 -0
- package/skills/agents-md-initialization/references/agents-template.md +83 -0
- package/skills/agents-md-initialization/references/agents_md.py +215 -0
- package/skills/ai-regression-scout/SKILL.md +24 -0
- package/skills/aili-delivery-flow/SKILL.md +125 -0
- package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
- package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
- package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
- package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
- package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
- package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
- package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
- package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
- package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
- package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
- package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
- package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
- package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
- package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
- package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
- package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
- package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
- package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
- package/skills/android-native-dev/SKILL.md +722 -0
- package/skills/android-native-dev/references/accessibility.md +209 -0
- package/skills/android-native-dev/references/adaptive-screens.md +231 -0
- package/skills/android-native-dev/references/design-style-guide.md +365 -0
- package/skills/android-native-dev/references/functional-requirements.md +229 -0
- package/skills/android-native-dev/references/motion-system.md +203 -0
- package/skills/android-native-dev/references/performance-stability.md +223 -0
- package/skills/android-native-dev/references/privacy-security.md +244 -0
- package/skills/android-native-dev/references/testing.md +554 -0
- package/skills/android-native-dev/references/visual-design.md +246 -0
- package/skills/api-and-interface-design/SKILL.md +318 -0
- package/skills/browser-qa/SKILL.md +32 -0
- package/skills/browser-testing-with-devtools/SKILL.md +323 -0
- package/skills/build-failure-repair/SKILL.md +49 -0
- package/skills/chart-visualization/SKILL.md +73 -0
- package/skills/ci-cd-and-automation/SKILL.md +353 -0
- package/skills/code-review-and-quality/SKILL.md +375 -0
- package/skills/code-review-quality-gates/SKILL.md +132 -0
- package/skills/code-simplification/SKILL.md +371 -0
- package/skills/comment-accuracy-review/SKILL.md +37 -0
- package/skills/consulting-analysis/SKILL.md +69 -0
- package/skills/context-engineering/SKILL.md +375 -0
- package/skills/coverage-review/SKILL.md +24 -0
- package/skills/data-analysis/SKILL.md +74 -0
- package/skills/deprecation-and-migration/SKILL.md +222 -0
- package/skills/documentation-and-adrs/SKILL.md +330 -0
- package/skills/e2e-artifact-handling/SKILL.md +30 -0
- package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
- package/skills/explain-by-allegory/SKILL.md +99 -0
- package/skills/flutter-dev/SKILL.md +162 -0
- package/skills/flutter-dev/references/animations.md +497 -0
- package/skills/flutter-dev/references/bloc-state.md +281 -0
- package/skills/flutter-dev/references/forms.md +656 -0
- package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
- package/skills/flutter-dev/references/localization.md +510 -0
- package/skills/flutter-dev/references/networking.md +566 -0
- package/skills/flutter-dev/references/performance.md +305 -0
- package/skills/flutter-dev/references/platform-specific.md +417 -0
- package/skills/flutter-dev/references/project-structure.md +273 -0
- package/skills/flutter-dev/references/riverpod-state.md +232 -0
- package/skills/flutter-dev/references/testing.md +364 -0
- package/skills/flutter-dev/references/widget-patterns.md +233 -0
- package/skills/frontend-dev/SKILL.md +468 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
- package/skills/frontend-dev/references/env-setup.md +33 -0
- package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
- package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
- package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
- package/skills/frontend-dev/references/minimax-tts-guide.md +78 -0
- package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
- package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
- package/skills/frontend-dev/references/motion-recipes.md +407 -0
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- package/skills/frontend-dev/scripts/minimax_image.py +137 -0
- package/skills/frontend-dev/scripts/minimax_music.py +157 -0
- package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
- package/skills/frontend-dev/scripts/minimax_video.py +187 -0
- package/skills/frontend-dev/templates/generator_template.js +223 -0
- package/skills/frontend-dev/templates/viewer.html +599 -0
- package/skills/frontend-ui-engineering/SKILL.md +367 -0
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The essence of matrix transforms is coordinate system transformation. In a ray marching pipeline:
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1. **Camera matrix**: Screen pixels → world-space ray direction (view-to-world)
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**3D Rotation Around Y-Axis** Ry(θ) = `[[cosθ, 0, sinθ], [0, 1, 0], [-sinθ, 0, cosθ]]`
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**Rodrigues (Arbitrary Axis k, Angle θ)**: `R = cosθ·I + (1-cosθ)·k⊗k + sinθ·K`
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forward = normalize(target - eye)
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right = normalize(cross(forward, worldUp))
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up = cross(right, forward)
|
|
31
|
+
viewMatrix = mat3(right, up, forward)
|
|
32
|
+
```
|
|
33
|
+
|
|
34
|
+
**Perspective Ray**: `rd = normalize(camMatrix * vec3(uv, focalLength))`
|
|
35
|
+
|
|
36
|
+
## Implementation Steps
|
|
37
|
+
|
|
38
|
+
### Step 1: Screen Coordinate Normalization
|
|
39
|
+
|
|
40
|
+
```glsl
|
|
41
|
+
// Range [-aspect, aspect] x [-1, 1]
|
|
42
|
+
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
|
|
43
|
+
```
|
|
44
|
+
|
|
45
|
+
### Step 2: Rotation Matrices
|
|
46
|
+
|
|
47
|
+
```glsl
|
|
48
|
+
// 2D rotation (mat2)
|
|
49
|
+
mat2 rot2D(float a) {
|
|
50
|
+
float c = cos(a), s = sin(a);
|
|
51
|
+
return mat2(c, s, -s, c);
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
// 3D single-axis rotation (mat3)
|
|
55
|
+
mat3 rotX(float a) {
|
|
56
|
+
float s = sin(a), c = cos(a);
|
|
57
|
+
return mat3(1, 0, 0, 0, c, s, 0, -s, c);
|
|
58
|
+
}
|
|
59
|
+
mat3 rotY(float a) {
|
|
60
|
+
float s = sin(a), c = cos(a);
|
|
61
|
+
return mat3(c, 0, s, 0, 1, 0, -s, 0, c);
|
|
62
|
+
}
|
|
63
|
+
mat3 rotZ(float a) {
|
|
64
|
+
float s = sin(a), c = cos(a);
|
|
65
|
+
return mat3(c, s, 0, -s, c, 0, 0, 0, 1);
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
// Euler angles → mat3 (yaw/pitch/roll)
|
|
69
|
+
mat3 fromEuler(vec3 ang) {
|
|
70
|
+
vec2 a1 = vec2(sin(ang.x), cos(ang.x));
|
|
71
|
+
vec2 a2 = vec2(sin(ang.y), cos(ang.y));
|
|
72
|
+
vec2 a3 = vec2(sin(ang.z), cos(ang.z));
|
|
73
|
+
mat3 m;
|
|
74
|
+
m[0] = vec3( a1.y*a3.y + a1.x*a2.x*a3.x,
|
|
75
|
+
a1.y*a2.x*a3.x + a3.y*a1.x,
|
|
76
|
+
-a2.y*a3.x);
|
|
77
|
+
m[1] = vec3(-a2.y*a1.x, a1.y*a2.y, a2.x);
|
|
78
|
+
m[2] = vec3( a3.y*a1.x*a2.x + a1.y*a3.x,
|
|
79
|
+
a1.x*a3.x - a1.y*a3.y*a2.x,
|
|
80
|
+
a2.y*a3.y);
|
|
81
|
+
return m;
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
// Rodrigues arbitrary-axis rotation (mat3)
|
|
85
|
+
mat3 rotationMatrix(vec3 axis, float angle) {
|
|
86
|
+
axis = normalize(axis);
|
|
87
|
+
float s = sin(angle), c = cos(angle), oc = 1.0 - c;
|
|
88
|
+
return mat3(
|
|
89
|
+
oc*axis.x*axis.x + c, oc*axis.x*axis.y - axis.z*s, oc*axis.z*axis.x + axis.y*s,
|
|
90
|
+
oc*axis.x*axis.y + axis.z*s, oc*axis.y*axis.y + c, oc*axis.y*axis.z - axis.x*s,
|
|
91
|
+
oc*axis.z*axis.x - axis.y*s, oc*axis.y*axis.z + axis.x*s, oc*axis.z*axis.z + c
|
|
92
|
+
);
|
|
93
|
+
}
|
|
94
|
+
```
|
|
95
|
+
|
|
96
|
+
### Step 3: LookAt Camera
|
|
97
|
+
|
|
98
|
+
```glsl
|
|
99
|
+
// Classic setCamera, cr = camera roll
|
|
100
|
+
mat3 setCamera(in vec3 ro, in vec3 ta, float cr) {
|
|
101
|
+
vec3 cw = normalize(ta - ro);
|
|
102
|
+
vec3 cp = vec3(sin(cr), cos(cr), 0.0);
|
|
103
|
+
vec3 cu = normalize(cross(cw, cp));
|
|
104
|
+
vec3 cv = normalize(cross(cu, cw));
|
|
105
|
+
return mat3(cu, cv, cw);
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
// mat4 LookAt (with translation, for homogeneous coordinate scenes)
|
|
109
|
+
mat4 LookAt(vec3 pos, vec3 target, vec3 up) {
|
|
110
|
+
vec3 dir = normalize(target - pos);
|
|
111
|
+
vec3 x = normalize(cross(dir, up));
|
|
112
|
+
vec3 y = cross(x, dir);
|
|
113
|
+
return mat4(vec4(x, 0), vec4(y, 0), vec4(dir, 0), vec4(pos, 1));
|
|
114
|
+
}
|
|
115
|
+
```
|
|
116
|
+
|
|
117
|
+
### Step 4: Perspective Ray Generation
|
|
118
|
+
|
|
119
|
+
```glsl
|
|
120
|
+
// mat3 camera — focalLength controls FOV: 1.0≈90°, 2.0≈53°, 4.0≈28°
|
|
121
|
+
#define FOCAL_LENGTH 2.0
|
|
122
|
+
mat3 cam = setCamera(ro, ta, 0.0);
|
|
123
|
+
vec3 rd = cam * normalize(vec3(uv, FOCAL_LENGTH));
|
|
124
|
+
|
|
125
|
+
// Manual basis vector composition
|
|
126
|
+
#define FOV 1.0
|
|
127
|
+
vec3 rd = normalize(camDir + (uv.x * camRight + uv.y * camUp) * FOV);
|
|
128
|
+
|
|
129
|
+
// mat4 homogeneous coordinates
|
|
130
|
+
mat4 viewToWorld = LookAt(camPos, camTarget, camUp);
|
|
131
|
+
vec3 rd = (viewToWorld * normalize(vec4(uv, 1.0, 0.0))).xyz;
|
|
132
|
+
```
|
|
133
|
+
|
|
134
|
+
### Step 5: Mouse-Interactive Camera
|
|
135
|
+
|
|
136
|
+
```glsl
|
|
137
|
+
// Spherical coordinate orbit camera
|
|
138
|
+
#define CAM_DIST 5.0
|
|
139
|
+
#define CAM_HEIGHT 1.0
|
|
140
|
+
|
|
141
|
+
vec2 mouse = iMouse.xy / iResolution.xy;
|
|
142
|
+
float angleH = mouse.x * 6.2832;
|
|
143
|
+
float angleV = mouse.y * 3.1416 - 1.5708;
|
|
144
|
+
|
|
145
|
+
if (iMouse.z <= 0.0) {
|
|
146
|
+
angleH = iTime * 0.5;
|
|
147
|
+
angleV = 0.3;
|
|
148
|
+
}
|
|
149
|
+
|
|
150
|
+
vec3 ro = vec3(
|
|
151
|
+
CAM_DIST * cos(angleH) * cos(angleV),
|
|
152
|
+
CAM_DIST * sin(angleV) + CAM_HEIGHT,
|
|
153
|
+
CAM_DIST * sin(angleH) * cos(angleV)
|
|
154
|
+
);
|
|
155
|
+
vec3 ta = vec3(0.0);
|
|
156
|
+
```
|
|
157
|
+
|
|
158
|
+
### Step 6: SDF Domain Transforms
|
|
159
|
+
|
|
160
|
+
```glsl
|
|
161
|
+
// Translation
|
|
162
|
+
float d = sdSphere(p - vec3(2.0, 0.0, 0.0), 1.0);
|
|
163
|
+
|
|
164
|
+
// Rotation (orthogonal matrix inverse = transpose)
|
|
165
|
+
float d = sdBox(rotY(0.5) * p, vec3(1.0));
|
|
166
|
+
|
|
167
|
+
// Scale (divide by scale factor, multiply back into distance)
|
|
168
|
+
#define SCALE 2.0
|
|
169
|
+
float d = sdSphere(p / SCALE, 1.0) * SCALE;
|
|
170
|
+
|
|
171
|
+
// mat4 SRT composition
|
|
172
|
+
mat4 Loc4(vec3 d) {
|
|
173
|
+
d *= -1.0;
|
|
174
|
+
return mat4(1,0,0,d.x, 0,1,0,d.y, 0,0,1,d.z, 0,0,0,1);
|
|
175
|
+
}
|
|
176
|
+
|
|
177
|
+
mat4 transposeM4(in mat4 m) {
|
|
178
|
+
return mat4(
|
|
179
|
+
vec4(m[0].x, m[1].x, m[2].x, m[3].x),
|
|
180
|
+
vec4(m[0].y, m[1].y, m[2].y, m[3].y),
|
|
181
|
+
vec4(m[0].z, m[1].z, m[2].z, m[3].z),
|
|
182
|
+
vec4(m[0].w, m[1].w, m[2].w, m[3].w));
|
|
183
|
+
}
|
|
184
|
+
|
|
185
|
+
vec3 opTx(vec3 p, mat4 m) {
|
|
186
|
+
return (transposeM4(m) * vec4(p, 1.0)).xyz;
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
// First translate to (3,0,0), then rotate 45° around Y-axis
|
|
190
|
+
mat4 xform = Rot4Y(0.785) * Loc4(vec3(3.0, 0.0, 0.0));
|
|
191
|
+
float d = sdBox(opTx(p, xform), vec3(1.0));
|
|
192
|
+
```
|
|
193
|
+
|
|
194
|
+
### Step 7: Quaternion Rotation
|
|
195
|
+
|
|
196
|
+
```glsl
|
|
197
|
+
vec4 axisAngleToQuat(vec3 axis, float angleDeg) {
|
|
198
|
+
float half_angle = angleDeg * 3.14159265 / 360.0;
|
|
199
|
+
vec2 sc = sin(vec2(half_angle, half_angle + 1.5707963));
|
|
200
|
+
return vec4(normalize(axis) * sc.x, sc.y);
|
|
201
|
+
}
|
|
202
|
+
|
|
203
|
+
vec3 quatRotate(vec3 pos, vec3 axis, float angleDeg) {
|
|
204
|
+
vec4 q = axisAngleToQuat(axis, angleDeg);
|
|
205
|
+
return pos + 2.0 * cross(q.xyz, cross(q.xyz, pos) + q.w * pos);
|
|
206
|
+
}
|
|
207
|
+
|
|
208
|
+
// Hierarchical rotation in joint animation
|
|
209
|
+
vec3 limbPos = quatRotate(p - shoulderOffset, vec3(1,0,0), swingAngle);
|
|
210
|
+
float d = sdEllipsoid(limbPos, limbSize);
|
|
211
|
+
```
|
|
212
|
+
|
|
213
|
+
## Complete Code Template
|
|
214
|
+
|
|
215
|
+
Can be run directly in ShaderToy, demonstrating LookAt camera + multi-object domain transforms + mouse interaction.
|
|
216
|
+
|
|
217
|
+
```glsl
|
|
218
|
+
// === Matrix Transforms & Camera - Complete Template ===
|
|
219
|
+
|
|
220
|
+
#define PI 3.14159265
|
|
221
|
+
#define MAX_STEPS 128
|
|
222
|
+
#define MAX_DIST 50.0
|
|
223
|
+
#define SURF_DIST 0.001
|
|
224
|
+
#define FOCAL_LENGTH 2.0
|
|
225
|
+
#define CAM_DIST 6.0
|
|
226
|
+
#define AUTO_SPEED 0.4
|
|
227
|
+
|
|
228
|
+
// ---------- Rotation Matrix Utilities ----------
|
|
229
|
+
|
|
230
|
+
mat2 rot2D(float a) {
|
|
231
|
+
float c = cos(a), s = sin(a);
|
|
232
|
+
return mat2(c, s, -s, c);
|
|
233
|
+
}
|
|
234
|
+
|
|
235
|
+
mat3 rotX(float a) {
|
|
236
|
+
float s = sin(a), c = cos(a);
|
|
237
|
+
return mat3(1,0,0, 0,c,s, 0,-s,c);
|
|
238
|
+
}
|
|
239
|
+
|
|
240
|
+
mat3 rotY(float a) {
|
|
241
|
+
float s = sin(a), c = cos(a);
|
|
242
|
+
return mat3(c,0,s, 0,1,0, -s,0,c);
|
|
243
|
+
}
|
|
244
|
+
|
|
245
|
+
mat3 rotZ(float a) {
|
|
246
|
+
float s = sin(a), c = cos(a);
|
|
247
|
+
return mat3(c,s,0, -s,c,0, 0,0,1);
|
|
248
|
+
}
|
|
249
|
+
|
|
250
|
+
mat3 rotAxis(vec3 axis, float angle) {
|
|
251
|
+
axis = normalize(axis);
|
|
252
|
+
float s = sin(angle), c = cos(angle), oc = 1.0 - c;
|
|
253
|
+
return mat3(
|
|
254
|
+
oc*axis.x*axis.x+c, oc*axis.x*axis.y-axis.z*s, oc*axis.z*axis.x+axis.y*s,
|
|
255
|
+
oc*axis.x*axis.y+axis.z*s, oc*axis.y*axis.y+c, oc*axis.y*axis.z-axis.x*s,
|
|
256
|
+
oc*axis.z*axis.x-axis.y*s, oc*axis.y*axis.z+axis.x*s, oc*axis.z*axis.z+c
|
|
257
|
+
);
|
|
258
|
+
}
|
|
259
|
+
|
|
260
|
+
// ---------- LookAt Camera ----------
|
|
261
|
+
|
|
262
|
+
mat3 setCamera(vec3 ro, vec3 ta, float cr) {
|
|
263
|
+
vec3 cw = normalize(ta - ro);
|
|
264
|
+
vec3 cp = vec3(sin(cr), cos(cr), 0.0);
|
|
265
|
+
vec3 cu = normalize(cross(cw, cp));
|
|
266
|
+
vec3 cv = normalize(cross(cu, cw));
|
|
267
|
+
return mat3(cu, cv, cw);
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
// ---------- SDF Primitives ----------
|
|
271
|
+
|
|
272
|
+
float sdSphere(vec3 p, float r) { return length(p) - r; }
|
|
273
|
+
|
|
274
|
+
float sdBox(vec3 p, vec3 b) {
|
|
275
|
+
vec3 q = abs(p) - b;
|
|
276
|
+
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
|
|
277
|
+
}
|
|
278
|
+
|
|
279
|
+
float sdTorus(vec3 p, vec2 t) {
|
|
280
|
+
vec2 q = vec2(length(p.xz) - t.x, p.y);
|
|
281
|
+
return length(q) - t.y;
|
|
282
|
+
}
|
|
283
|
+
|
|
284
|
+
// ---------- Scene (Domain Transform Demo) ----------
|
|
285
|
+
|
|
286
|
+
float map(vec3 p) {
|
|
287
|
+
float d = p.y + 1.0; // Ground plane
|
|
288
|
+
|
|
289
|
+
// Static sphere
|
|
290
|
+
d = min(d, sdSphere(p, 0.5));
|
|
291
|
+
|
|
292
|
+
// Rotating box (spinning around Y-axis)
|
|
293
|
+
vec3 p2 = p - vec3(2.5, 0.0, 0.0);
|
|
294
|
+
p2 = rotY(iTime * 0.8) * p2;
|
|
295
|
+
d = min(d, sdBox(p2, vec3(0.6)));
|
|
296
|
+
|
|
297
|
+
// Arbitrary-axis rotating torus
|
|
298
|
+
vec3 p3 = p - vec3(-2.5, 0.5, 0.0);
|
|
299
|
+
p3 = rotAxis(vec3(1,1,0), iTime * 0.6) * p3;
|
|
300
|
+
d = min(d, sdTorus(p3, vec2(0.6, 0.2)));
|
|
301
|
+
|
|
302
|
+
// Scaled + rotated sphere
|
|
303
|
+
vec3 p4 = p - vec3(0.0, 0.5, 2.5);
|
|
304
|
+
p4 = rotZ(iTime * 1.2) * rotX(iTime * 0.7) * p4;
|
|
305
|
+
float scale = 1.5;
|
|
306
|
+
d = min(d, sdSphere(p4 / scale, 0.4) * scale);
|
|
307
|
+
|
|
308
|
+
return d;
|
|
309
|
+
}
|
|
310
|
+
|
|
311
|
+
// ---------- Normal ----------
|
|
312
|
+
|
|
313
|
+
vec3 calcNormal(vec3 p) {
|
|
314
|
+
vec2 e = vec2(0.001, 0.0);
|
|
315
|
+
return normalize(vec3(
|
|
316
|
+
map(p + e.xyy) - map(p - e.xyy),
|
|
317
|
+
map(p + e.yxy) - map(p - e.yxy),
|
|
318
|
+
map(p + e.yyx) - map(p - e.yyx)
|
|
319
|
+
));
|
|
320
|
+
}
|
|
321
|
+
|
|
322
|
+
// ---------- Ray March ----------
|
|
323
|
+
|
|
324
|
+
float rayMarch(vec3 ro, vec3 rd) {
|
|
325
|
+
float t = 0.0;
|
|
326
|
+
for (int i = 0; i < MAX_STEPS; i++) {
|
|
327
|
+
vec3 p = ro + rd * t;
|
|
328
|
+
float d = map(p);
|
|
329
|
+
if (d < SURF_DIST) break;
|
|
330
|
+
t += d;
|
|
331
|
+
if (t > MAX_DIST) break;
|
|
332
|
+
}
|
|
333
|
+
return t;
|
|
334
|
+
}
|
|
335
|
+
|
|
336
|
+
// ---------- Main Function ----------
|
|
337
|
+
|
|
338
|
+
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
|
339
|
+
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
|
|
340
|
+
|
|
341
|
+
// Mouse-interactive orbit camera
|
|
342
|
+
float angleH, angleV;
|
|
343
|
+
if (iMouse.z > 0.0) {
|
|
344
|
+
vec2 m = iMouse.xy / iResolution.xy;
|
|
345
|
+
angleH = m.x * 2.0 * PI;
|
|
346
|
+
angleV = (m.y - 0.5) * PI;
|
|
347
|
+
} else {
|
|
348
|
+
angleH = iTime * AUTO_SPEED;
|
|
349
|
+
angleV = 0.35;
|
|
350
|
+
}
|
|
351
|
+
|
|
352
|
+
vec3 ro = vec3(
|
|
353
|
+
CAM_DIST * cos(angleH) * cos(angleV),
|
|
354
|
+
CAM_DIST * sin(angleV) + 1.0,
|
|
355
|
+
CAM_DIST * sin(angleH) * cos(angleV)
|
|
356
|
+
);
|
|
357
|
+
vec3 ta = vec3(0.0);
|
|
358
|
+
|
|
359
|
+
mat3 cam = setCamera(ro, ta, 0.0);
|
|
360
|
+
vec3 rd = cam * normalize(vec3(uv, FOCAL_LENGTH));
|
|
361
|
+
|
|
362
|
+
float t = rayMarch(ro, rd);
|
|
363
|
+
|
|
364
|
+
vec3 col = vec3(0.0);
|
|
365
|
+
if (t < MAX_DIST) {
|
|
366
|
+
vec3 p = ro + rd * t;
|
|
367
|
+
vec3 n = calcNormal(p);
|
|
368
|
+
vec3 lightDir = normalize(vec3(1.0, 2.0, -1.0));
|
|
369
|
+
float diff = max(dot(n, lightDir), 0.0);
|
|
370
|
+
col = vec3(0.8, 0.85, 0.9) * (diff + 0.15);
|
|
371
|
+
if (p.y < -0.99) {
|
|
372
|
+
float checker = mod(floor(p.x) + floor(p.z), 2.0);
|
|
373
|
+
col *= 0.5 + 0.3 * checker;
|
|
374
|
+
}
|
|
375
|
+
} else {
|
|
376
|
+
col = vec3(0.4, 0.6, 0.9) - rd.y * 0.3;
|
|
377
|
+
}
|
|
378
|
+
|
|
379
|
+
col = pow(col, vec3(0.4545));
|
|
380
|
+
fragColor = vec4(col, 1.0);
|
|
381
|
+
}
|
|
382
|
+
```
|
|
383
|
+
|
|
384
|
+
## Common Variants
|
|
385
|
+
|
|
386
|
+
### Orthographic Projection Camera
|
|
387
|
+
|
|
388
|
+
```glsl
|
|
389
|
+
#define ORTHO_SIZE 5.0
|
|
390
|
+
mat3 cam = setCamera(ro, ta, 0.0);
|
|
391
|
+
vec3 rd = cam * vec3(0.0, 0.0, 1.0); // Fixed direction
|
|
392
|
+
ro += cam * vec3(uv * ORTHO_SIZE, 0.0); // Offset origin
|
|
393
|
+
```
|
|
394
|
+
|
|
395
|
+
### Euler Angle Full Rotation Camera
|
|
396
|
+
|
|
397
|
+
```glsl
|
|
398
|
+
vec3 ang = vec3(pitch, yaw, roll);
|
|
399
|
+
mat3 rot = fromEuler(ang);
|
|
400
|
+
vec3 ori = vec3(0.0, 0.0, 3.0) * rot;
|
|
401
|
+
vec3 rd = normalize(vec3(uv, -2.0)) * rot;
|
|
402
|
+
```
|
|
403
|
+
|
|
404
|
+
### Quaternion Joint Rotation
|
|
405
|
+
|
|
406
|
+
```glsl
|
|
407
|
+
vec3 legP = quatRotate(p - hipOffset, vec3(1,0,0), legAngle);
|
|
408
|
+
float dLeg = sdEllipsoid(legP, vec3(0.2, 0.6, 0.25));
|
|
409
|
+
```
|
|
410
|
+
|
|
411
|
+
### mat4 SRT Pipeline
|
|
412
|
+
|
|
413
|
+
```glsl
|
|
414
|
+
mat4 Rot4Y(float a) {
|
|
415
|
+
float c = cos(a), s = sin(a);
|
|
416
|
+
return mat4(c,0,s,0, 0,1,0,0, -s,0,c,0, 0,0,0,1);
|
|
417
|
+
}
|
|
418
|
+
|
|
419
|
+
mat4 xform = Rot4Y(angle) * Loc4(vec3(3.0, 0.0, 0.0));
|
|
420
|
+
float d = sdBox(opTx(p, xform), boxSize);
|
|
421
|
+
```
|
|
422
|
+
|
|
423
|
+
### Path Camera (Animated Flight)
|
|
424
|
+
|
|
425
|
+
```glsl
|
|
426
|
+
vec2 pathCenter(float z) {
|
|
427
|
+
return vec2(sin(z * 0.17) * 3.0, sin(z * 0.1 + 4.0) * 2.0);
|
|
428
|
+
}
|
|
429
|
+
|
|
430
|
+
float z_offset = iTime * 10.0;
|
|
431
|
+
vec3 camPos = vec3(pathCenter(z_offset), 0.0);
|
|
432
|
+
vec3 camTarget = vec3(pathCenter(z_offset + 5.0), 5.0);
|
|
433
|
+
mat4 viewToWorld = LookAt(camPos, camTarget, camUp);
|
|
434
|
+
vec3 rd = (viewToWorld * normalize(vec4(uv, 1.0, 0.0))).xyz;
|
|
435
|
+
```
|
|
436
|
+
|
|
437
|
+
## Performance & Composition
|
|
438
|
+
|
|
439
|
+
**Performance**:
|
|
440
|
+
- Compute `sin/cos` of the same angle only once: `vec2 sc = sin(vec2(a, a + 1.5707963));`
|
|
441
|
+
- Use `mat3` instead of `mat4` for pure rotation (saves 7 multiply-adds)
|
|
442
|
+
- Inverse of orthogonal rotation matrix = transpose; use `transpose(m)` or `v * m`
|
|
443
|
+
- Pre-compute matrices that don't depend on `p` outside `map()`
|
|
444
|
+
- Pre-multiply multiple rotations into a single matrix
|
|
445
|
+
|
|
446
|
+
**Composition**:
|
|
447
|
+
- **SDF / Ray Marching**: Camera generates rays + domain transforms place objects (fundamental pipeline)
|
|
448
|
+
- **Noise / fBm**: Rotate sampling coordinates to break axis-aligned regularity `fbm(rot * p)`
|
|
449
|
+
- **Fractals / IFS**: Embed rotation in iterations to create complex geometry
|
|
450
|
+
- **Lighting**: Normal transform for pure rotation matrices is the same as vertex transform
|
|
451
|
+
- **Post-Processing**: FOV for depth of field; `mat2` for chromatic aberration/motion blur direction
|
|
452
|
+
|
|
453
|
+
## Further Reading
|
|
454
|
+
|
|
455
|
+
For complete step-by-step tutorials, mathematical derivations, and advanced usage, see [reference](../reference/matrix-transform.md)
|