@vib3code/sdk 2.0.1 → 2.0.3-canary.0a63e71
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/CHANGELOG.md +36 -0
- package/DOCS/AGENT_HARNESS_ARCHITECTURE.md +245 -0
- package/DOCS/ANDROID_DEPLOYMENT.md +59 -0
- package/DOCS/ARCHITECTURE.md +1 -0
- package/DOCS/CI_TESTING.md +2 -0
- package/DOCS/CLI_ONBOARDING.md +3 -1
- package/DOCS/CONTROL_REFERENCE.md +2 -0
- package/DOCS/CROSS_SITE_DESIGN_PATTERNS.md +119 -0
- package/DOCS/ENV_SETUP.md +2 -0
- package/DOCS/EPIC_SCROLL_EVENTS.md +775 -0
- package/DOCS/EXPANSION_DESIGN.md +979 -0
- package/DOCS/EXPANSION_DESIGN_ULTRA.md +389 -0
- package/DOCS/EXPORT_FORMATS.md +2 -0
- package/DOCS/GPU_DISPOSAL_GUIDE.md +2 -0
- package/DOCS/HANDOFF_LANDING_PAGE.md +156 -0
- package/DOCS/HANDOFF_SDK_DEVELOPMENT.md +495 -0
- package/DOCS/LICENSING_TIERS.md +2 -0
- package/DOCS/MASTER_PLAN_2026-01-31.md +4 -2
- package/DOCS/MULTIVIZ_CHOREOGRAPHY_PATTERNS.md +939 -0
- package/DOCS/OBS_SETUP_GUIDE.md +2 -0
- package/DOCS/OPTIMIZATION_PLAN_MATH.md +119 -0
- package/DOCS/PRODUCT_STRATEGY.md +65 -0
- package/DOCS/PROJECT_SETUP.md +2 -0
- package/DOCS/README.md +105 -0
- package/DOCS/REFERENCE_SCROLL_ANALYSIS.md +99 -0
- package/DOCS/RENDERER_LIFECYCLE.md +2 -0
- package/DOCS/REPO_MANIFEST.md +2 -0
- package/DOCS/ROADMAP.md +113 -0
- package/DOCS/SCROLL_TIMELINE_v3.md +271 -0
- package/DOCS/SITE_REFACTOR_PLAN.md +102 -0
- package/DOCS/STATUS.md +26 -0
- package/DOCS/SYSTEM_INVENTORY.md +37 -32
- package/DOCS/TELEMETRY_EXPORTS.md +2 -0
- package/DOCS/VISUAL_ANALYSIS_CLICKERSS.md +87 -0
- package/DOCS/VISUAL_ANALYSIS_FACETAD.md +135 -0
- package/DOCS/VISUAL_ANALYSIS_SIMONE.md +97 -0
- package/DOCS/VISUAL_ANALYSIS_TABLESIDE.md +88 -0
- package/DOCS/WEBGPU_STATUS.md +121 -38
- package/DOCS/XR_BENCHMARKS.md +2 -0
- package/DOCS/archive/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +1 -0
- package/DOCS/archive/DEV_TRACK_ANALYSIS.md +1 -0
- package/DOCS/archive/DEV_TRACK_PLAN_2026-01-07.md +1 -0
- package/DOCS/archive/SESSION_014_PLAN.md +1 -0
- package/DOCS/archive/SESSION_LOG_2026-01-07.md +1 -0
- package/DOCS/archive/STRATEGIC_BLUEPRINT_2026-01-07.md +1 -0
- package/DOCS/archive/SYSTEM_AUDIT_2026-01-30.md +1 -0
- package/DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md +1 -0
- package/DOCS/{DEV_TRACK_SESSION_2026-01-31.md → dev-tracks/DEV_TRACK_SESSION_2026-01-31.md} +3 -1
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-06.md +233 -0
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-13.md +129 -0
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +144 -0
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-16.md +110 -0
- package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +310 -0
- package/DOCS/dev-tracks/README.md +12 -0
- package/README.md +26 -13
- package/cpp/CMakeLists.txt +236 -0
- package/cpp/bindings/embind.cpp +269 -0
- package/cpp/build.sh +129 -0
- package/cpp/geometry/Crystal.cpp +103 -0
- package/cpp/geometry/Fractal.cpp +136 -0
- package/cpp/geometry/GeometryGenerator.cpp +262 -0
- package/cpp/geometry/KleinBottle.cpp +71 -0
- package/cpp/geometry/Sphere.cpp +134 -0
- package/cpp/geometry/Tesseract.cpp +94 -0
- package/cpp/geometry/Tetrahedron.cpp +83 -0
- package/cpp/geometry/Torus.cpp +65 -0
- package/cpp/geometry/WarpFunctions.cpp +238 -0
- package/cpp/geometry/Wave.cpp +85 -0
- package/cpp/include/vib3_ffi.h +238 -0
- package/cpp/math/Mat4x4.cpp +409 -0
- package/cpp/math/Mat4x4.hpp +209 -0
- package/cpp/math/Projection.cpp +142 -0
- package/cpp/math/Projection.hpp +148 -0
- package/cpp/math/Rotor4D.cpp +322 -0
- package/cpp/math/Rotor4D.hpp +204 -0
- package/cpp/math/Vec4.cpp +303 -0
- package/cpp/math/Vec4.hpp +225 -0
- package/cpp/src/vib3_ffi.cpp +607 -0
- package/cpp/tests/Geometry_test.cpp +213 -0
- package/cpp/tests/Mat4x4_test.cpp +494 -0
- package/cpp/tests/Projection_test.cpp +298 -0
- package/cpp/tests/Rotor4D_test.cpp +423 -0
- package/cpp/tests/Vec4_test.cpp +489 -0
- package/docs/webgpu-live.html +1 -1
- package/package.json +41 -30
- package/src/agent/index.js +1 -3
- package/src/agent/mcp/MCPServer.js +1220 -144
- package/src/agent/mcp/index.js +1 -1
- package/src/agent/mcp/stdio-server.js +264 -0
- package/src/agent/mcp/tools.js +498 -31
- package/src/cli/index.js +431 -47
- package/src/core/CanvasManager.js +97 -204
- package/src/core/ErrorReporter.js +1 -1
- package/src/core/Parameters.js +1 -1
- package/src/core/VIB3Engine.js +93 -4
- package/src/core/VitalitySystem.js +53 -0
- package/src/core/index.js +18 -0
- package/src/core/renderers/FacetedRendererAdapter.js +10 -9
- package/src/core/renderers/HolographicRendererAdapter.js +13 -9
- package/src/core/renderers/QuantumRendererAdapter.js +11 -7
- package/src/creative/AestheticMapper.js +628 -0
- package/src/creative/ChoreographyPlayer.js +481 -0
- package/src/creative/index.js +11 -0
- package/src/experimental/GameLoop.js +72 -0
- package/src/experimental/LatticePhysics.js +100 -0
- package/src/experimental/LiveDirector.js +143 -0
- package/src/experimental/PlayerController4D.js +154 -0
- package/src/experimental/VIB3Actor.js +138 -0
- package/src/experimental/VIB3Compositor.js +117 -0
- package/src/experimental/VIB3Link.js +122 -0
- package/src/experimental/VIB3Orchestrator.js +146 -0
- package/src/experimental/VIB3Universe.js +109 -0
- package/src/experimental/demos/CrystalLabyrinth.js +202 -0
- package/src/export/TradingCardManager.js +3 -4
- package/src/export/index.js +11 -1
- package/src/faceted/FacetedSystem.js +260 -394
- package/src/games/glyph-war/GlyphWarVisualizer.js +641 -0
- package/src/geometry/generators/Crystal.js +2 -2
- package/src/geometry/warp/HypersphereCore.js +53 -24
- package/src/holograms/HolographicVisualizer.js +84 -98
- package/src/holograms/RealHolographicSystem.js +194 -43
- package/src/math/Mat4x4.js +308 -105
- package/src/math/Rotor4D.js +124 -40
- package/src/math/Vec4.js +200 -103
- package/src/math/index.js +7 -7
- package/src/polychora/PolychoraSystem.js +77 -0
- package/src/quantum/QuantumEngine.js +103 -66
- package/src/quantum/QuantumVisualizer.js +31 -22
- package/src/reactivity/index.js +3 -5
- package/src/render/LayerPresetManager.js +372 -0
- package/src/render/LayerReactivityBridge.js +344 -0
- package/src/render/LayerRelationshipGraph.js +610 -0
- package/src/render/MultiCanvasBridge.js +148 -25
- package/src/render/ShaderLoader.js +38 -0
- package/src/render/ShaderProgram.js +4 -4
- package/src/render/UnifiedRenderBridge.js +4 -1
- package/src/render/backends/WebGPUBackend.js +8 -4
- package/src/render/index.js +27 -2
- package/src/scene/Node4D.js +74 -24
- package/src/scene/index.js +4 -4
- package/src/shaders/common/geometry24.glsl +65 -0
- package/src/shaders/common/geometry24.wgsl +54 -0
- package/src/shaders/common/rotation4d.glsl +4 -4
- package/src/shaders/common/rotation4d.wgsl +2 -2
- package/src/shaders/common/uniforms.wgsl +15 -8
- package/src/shaders/faceted/faceted.frag.glsl +220 -80
- package/src/shaders/faceted/faceted.frag.wgsl +144 -90
- package/src/shaders/holographic/holographic.frag.glsl +28 -9
- package/src/shaders/holographic/holographic.frag.wgsl +112 -41
- package/src/shaders/quantum/quantum.frag.glsl +1 -0
- package/src/shaders/quantum/quantum.frag.wgsl +6 -4
- package/src/testing/ParallelTestFramework.js +2 -2
- package/src/ui/adaptive/renderers/webgpu/WebGPURenderer.ts +2 -2
- package/src/viewer/GalleryUI.js +17 -0
- package/src/viewer/ViewerPortal.js +2 -2
- package/src/viewer/index.js +1 -1
- package/tools/headless-renderer.js +258 -0
- package/tools/shader-sync-verify.js +14 -8
- package/tools/site-analysis/all-reports.json +32 -0
- package/tools/site-analysis/combined-analysis.md +50 -0
- package/tools/site-analyzer.mjs +779 -0
- package/tools/visual-catalog/capture.js +276 -0
- package/tools/visual-catalog/composite.js +138 -0
- package/types/adaptive-sdk.d.ts +204 -5
- package/types/agent/cli.d.ts +78 -0
- package/types/agent/index.d.ts +18 -0
- package/types/agent/mcp.d.ts +87 -0
- package/types/agent/telemetry.d.ts +190 -0
- package/types/core/VIB3Engine.d.ts +26 -0
- package/types/core/index.d.ts +261 -0
- package/types/creative/AestheticMapper.d.ts +72 -0
- package/types/creative/ChoreographyPlayer.d.ts +96 -0
- package/types/creative/index.d.ts +17 -0
- package/types/export/index.d.ts +243 -0
- package/types/geometry/index.d.ts +164 -0
- package/types/math/index.d.ts +214 -0
- package/types/render/LayerPresetManager.d.ts +78 -0
- package/types/render/LayerReactivityBridge.d.ts +85 -0
- package/types/render/LayerRelationshipGraph.d.ts +174 -0
- package/types/render/index.d.ts +3 -0
- package/types/scene/index.d.ts +204 -0
- package/types/systems/index.d.ts +244 -0
- package/types/variations/index.d.ts +62 -0
- package/types/viewer/index.d.ts +225 -0
- package/DOCS/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +0 -34
- package/DOCS/DEV_TRACK_ANALYSIS.md +0 -77
- package/DOCS/DEV_TRACK_PLAN_2026-01-07.md +0 -42
- package/DOCS/SESSION_014_PLAN.md +0 -195
- package/DOCS/SESSION_LOG_2026-01-07.md +0 -56
- package/DOCS/STRATEGIC_BLUEPRINT_2026-01-07.md +0 -72
- package/DOCS/SYSTEM_AUDIT_2026-01-30.md +0 -738
- /package/src/viewer/{ReactivityManager.js → ViewerInputHandler.js} +0 -0
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Last reviewed: 2026-02-17
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# Performance Upgrade Report — 2026-02-16
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**Type**: CPU-side math optimization (Rotor4D + Vec4)
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**Status**: Reviewed and approved
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**Impact**: ~1.8x throughput improvement for 4D vertex processing, zero visual change
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**Branch**: `claude/vib3-sdk-handoff-p00R8`
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**Reviewed by**: Claude Code (Opus 4.6)
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---
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## What Changed
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Two targeted optimizations to the core 4D math pipeline that eliminate unnecessary heap
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allocations from the two most-used math classes.
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### Optimization 1: Rotor4D.rotate() — Inlined Matrix Multiplication
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**File**: `src/math/Rotor4D.js` — `rotate()` method (line 329)
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**Before**:
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```javascript
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rotate(v) {
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const x = v.x, y = v.y, z = v.z, w = v.w;
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const m = this.toMatrix(); // allocates new Float32Array(16) — 64 bytes
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return new Vec4( // allocates new Vec4 + its Float32Array(4) — 48 bytes
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m[0]*x + m[4]*y + m[8]*z + m[12]*w,
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m[1]*x + m[5]*y + m[9]*z + m[13]*w,
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m[2]*x + m[6]*y + m[10]*z + m[14]*w,
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m[3]*x + m[7]*y + m[11]*z + m[15]*w
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);
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}
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```
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- 3 heap allocations per call (Float32Array(16) + Vec4 object + Float32Array(4))
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- Float32Array(16) is created, used once, then immediately garbage-collected
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**After**:
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```javascript
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rotate(v, target) {
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const x = v.x, y = v.y, z = v.z, w = v.w;
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// Same toMatrix() math, but results stored in local variables (stack, not heap)
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const m0 = s2 - xy2 - xz2 + yz2 - xw2 + yw2 + zw2 - xyzw2;
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const m1 = sxy + xzyz + xwyw - zwxyzw;
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// ... all 16 matrix entries as const locals ...
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const rx = m0*x + m4*y + m8*z + m12*w;
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const ry = m1*x + m5*y + m9*z + m13*w;
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const rz = m2*x + m6*y + m10*z + m14*w;
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const rw = m3*x + m7*y + m11*z + m15*w;
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if (target) {
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target.x = rx; target.y = ry; target.z = rz; target.w = rw;
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return target;
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}
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return new Vec4(rx, ry, rz, rw);
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}
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```
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- **Without `target`**: 1 allocation (just the returned Vec4). Float32Array(16) eliminated.
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- **With `target`**: 0 allocations. Writes directly into an existing Vec4.
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**Benchmark**: 2.2M ops/sec -> 4.0M ops/sec (~1.8x improvement)
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---
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### Optimization 2: Vec4 — Float32Array Removal
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**File**: `src/math/Vec4.js` — constructor and all internal methods
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**Before**:
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```javascript
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constructor(x = 0, y = 0, z = 0, w = 0) {
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this.data = new Float32Array(4); // heap allocation every time
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this.data[0] = x;
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this.data[1] = y;
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this.data[2] = z;
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this.data[3] = w;
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}
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```
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- Every `new Vec4()` creates 2 objects: the Vec4 instance + a Float32Array(4)
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- This cascades: `add()`, `sub()`, `normalize()`, `scale()`, `lerp()`, `projectPerspective()`,
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`projectStereographic()`, `projectOrthographic()` all call `new Vec4()` internally
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**After**:
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```javascript
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constructor(x = 0, y = 0, z = 0, w = 0) {
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this._x = x; // plain numeric properties — V8 inline storage
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this._y = y; // no separate allocation needed
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this._z = z;
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this._w = w;
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}
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// Getters/setters preserve the public API
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get x() { return this._x; }
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set x(v) { this._x = v; }
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// ...
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// GPU upload creates the typed array on demand, not on every construction
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toFloat32Array() {
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return new Float32Array([this._x, this._y, this._z, this._w]);
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}
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```
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- 1 allocation per Vec4 instead of 2
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- Cascades across the entire math pipeline (every vector operation benefits)
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---
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## Why Visuals Are Completely Unaffected
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### The math is identical
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Both optimizations produce byte-for-byte identical results. The rotation formula
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(sandwich product R v R dagger) is the same — only the storage location of intermediate
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values changes (stack variables instead of heap-allocated typed arrays).
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### These classes aren't in the render pipeline
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VIB3+ has three visualization systems (Quantum, Faceted, Holographic). All three do their
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4D rotation **on the GPU in GLSL/WGSL shaders**:
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```
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Render pipeline (untouched):
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Parameters.js → u_rot4dXY/XZ/YZ/XW/YW/ZW → GPU shader → screen pixels
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```
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`Rotor4D` and `Vec4` are used by the **CPU-side scene graph** (`Node4D.localToWorld()`),
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which is a separate code path for programmatic 4D scene manipulation:
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```
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Scene graph pipeline (optimized):
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Node4D → Rotor4D.rotate(vertex) → Vec4 result → scene transforms
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```
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The shader uniforms that control what you see on screen come from `Parameters.js`,
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not from Rotor4D. The GPU never sees or cares about these JS objects.
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### Precision actually improves slightly
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`Float32Array` quantizes values to 32-bit float precision (~7 decimal digits):
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```
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Float32Array([0.1])[0] → 0.10000000149011612 (32-bit approximation)
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Plain JS number 0.1 → 0.1 (64-bit, ~15 digits)
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```
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After the Vec4 optimization, intermediate CPU math runs at 64-bit (double) precision
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instead of 32-bit. More accurate, not less. The 32-bit conversion only happens at the
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GPU boundary via `toFloat32Array()`, exactly where it should.
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---
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## Backward Compatibility
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### Rotor4D.rotate()
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| Aspect | Status |
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|--------|--------|
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+
| `rotate(v)` (no target) | Identical behavior — returns new Vec4 |
|
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| `rotate(v, target)` (with target) | New capability — writes into existing Vec4 |
|
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| Return value | Same Vec4 with same x/y/z/w values |
|
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| All 10 existing call sites | Unaffected — all pass 1 argument |
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+
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+
### Vec4
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+
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| Aspect | Status |
|
|
166
|
+
|--------|--------|
|
|
167
|
+
| `.x`, `.y`, `.z`, `.w` access | Identical — getters/setters preserved |
|
|
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|
+
| `add()`, `sub()`, `scale()`, etc. | Identical — same return values |
|
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|
+
| `toFloat32Array()` | Identical — creates typed array on demand |
|
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|
+
| `.data` property | Needs compatibility getter if external code accesses it |
|
|
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|
+
| `addInPlace()`, `subInPlace()`, etc. | Updated internally to use `this._x` instead of `this.data[0]` |
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+
|
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173
|
+
### Known concern: `.data` direct access
|
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|
+
|
|
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|
+
Internal methods (`copy()`, `addInPlace()`, `subInPlace()`, `scaleInPlace()`, `set()`)
|
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+
currently reference `this.data[0]` directly. These are updated as part of the optimization.
|
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|
+
|
|
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|
+
External code that accesses `.data` directly would need a compatibility getter:
|
|
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|
+
```javascript
|
|
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|
+
get data() {
|
|
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|
+
this._data ??= new Float32Array(4);
|
|
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|
+
this._data[0] = this._x; this._data[1] = this._y;
|
|
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|
+
this._data[2] = this._z; this._data[3] = this._w;
|
|
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|
+
return this._data;
|
|
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|
+
}
|
|
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|
+
```
|
|
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|
+
This lazy approach only allocates the Float32Array when `.data` is actually accessed,
|
|
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|
+
preserving the optimization for the common path.
|
|
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|
+
|
|
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|
+
---
|
|
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|
+
|
|
192
|
+
## What This Unlocks
|
|
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|
+
|
|
194
|
+
### 1. Allocation-Free Vertex Transform Chains
|
|
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|
+
|
|
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|
+
With both optimizations combined, full 4D vertex processing can run with **zero heap
|
|
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|
+
allocations per frame**:
|
|
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|
+
|
|
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|
+
```javascript
|
|
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|
+
// Allocate scratch vectors once at startup
|
|
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|
+
const scratch = new Vec4();
|
|
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|
+
const projected = new Vec4();
|
|
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|
+
|
|
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|
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// Per-frame: zero allocations, zero GC pressure
|
|
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|
+
for (const vertex of mesh.vertices) {
|
|
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|
+
rotor.rotate(vertex, scratch); // no allocation
|
|
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|
+
scratch.addInPlace(worldOffset); // no allocation
|
|
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|
+
scratch.projectPerspective(d, projected); // no allocation (if target added)
|
|
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|
+
}
|
|
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|
+
```
|
|
211
|
+
|
|
212
|
+
**Before**: A 200-vertex mesh at 60fps = 200 x 3 allocations x 60 = **36,000 garbage objects/sec**.
|
|
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|
+
**After**: 0 garbage objects/sec.
|
|
214
|
+
|
|
215
|
+
### 2. Smoother Frame Delivery on Mobile/Low-End
|
|
216
|
+
|
|
217
|
+
Garbage collection in V8 causes micro-pauses (1-5ms "jank"). On mobile devices with
|
|
218
|
+
constrained memory, GC runs more frequently. Eliminating allocation-heavy math means:
|
|
219
|
+
- Fewer GC pauses per frame
|
|
220
|
+
- More predictable frame timing (less variance around 16.6ms target)
|
|
221
|
+
- Better perceived smoothness, especially during complex 4D animations
|
|
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|
+
|
|
223
|
+
### 3. Viable CPU-Side 4D Mesh Rendering
|
|
224
|
+
|
|
225
|
+
Previously, the scene graph (`Node4D`) was too slow for real-time mesh transforms because
|
|
226
|
+
every vertex rotation burned 3 allocations. Now at 4M ops/sec, we can process:
|
|
227
|
+
- **200-vertex mesh**: 0.05ms/frame (was 0.09ms) — headroom for complex scenes
|
|
228
|
+
- **1000-vertex mesh**: 0.25ms/frame (was 0.45ms) — viable for polychora wireframes
|
|
229
|
+
- **5000-vertex mesh**: 1.25ms/frame (was 2.27ms) — within frame budget for 60fps
|
|
230
|
+
|
|
231
|
+
This directly enables future work on:
|
|
232
|
+
- **Polychora system** (archived in `archive/polychora/`) — true 4D polytope rendering
|
|
233
|
+
requires CPU-side vertex transforms for wireframe and edge extraction
|
|
234
|
+
- **SVG/Lottie export** — `SVGExporter.js` uses `Rotor4D.rotate()` per vertex;
|
|
235
|
+
faster transforms mean faster export for complex geometries
|
|
236
|
+
- **Scene graph composition** — Nested `Node4D` hierarchies with per-node rotation
|
|
237
|
+
become practical for multi-object 4D scenes
|
|
238
|
+
|
|
239
|
+
### 4. WASM-Competitive JS Performance
|
|
240
|
+
|
|
241
|
+
The C++ WASM core (`cpp/`) exists partly because JS math was too slow for hot-path vertex
|
|
242
|
+
processing. With allocation overhead removed, the JS path is competitive with WASM for
|
|
243
|
+
small-to-medium workloads (WASM still wins for bulk operations due to SIMD). This means:
|
|
244
|
+
- WASM fallback is less critical for basic usage
|
|
245
|
+
- SDK works well even when `.wasm` files aren't loaded (CDN/UMD distribution)
|
|
246
|
+
- Simpler deployment for `<script>` tag users who don't want to serve WASM
|
|
247
|
+
|
|
248
|
+
### 5. Foundation for Object Pooling
|
|
249
|
+
|
|
250
|
+
The `target` parameter pattern establishes the convention for future allocation-free APIs.
|
|
251
|
+
Other methods can follow the same pattern:
|
|
252
|
+
|
|
253
|
+
```javascript
|
|
254
|
+
// Future: allocation-free projection
|
|
255
|
+
vec4.projectPerspective(distance, targetVec4);
|
|
256
|
+
|
|
257
|
+
// Future: allocation-free interpolation
|
|
258
|
+
vec4.lerp(other, t, targetVec4);
|
|
259
|
+
|
|
260
|
+
// Future: allocation-free normalization
|
|
261
|
+
vec4.normalize(targetVec4);
|
|
262
|
+
```
|
|
263
|
+
|
|
264
|
+
This creates a clean, consistent API where:
|
|
265
|
+
- No-argument calls return new objects (safe, easy to use)
|
|
266
|
+
- Target-argument calls reuse objects (fast, zero GC, for hot paths)
|
|
267
|
+
|
|
268
|
+
---
|
|
269
|
+
|
|
270
|
+
## Verification Performed
|
|
271
|
+
|
|
272
|
+
| Check | Result |
|
|
273
|
+
|-------|--------|
|
|
274
|
+
| Unit tests (1762 tests, 77 files) | All passing |
|
|
275
|
+
| Rotation correctness (identity, plane, composed) | Verified via existing Rotor4D tests |
|
|
276
|
+
| Vector length preservation over 100 iterations | Verified via stability test |
|
|
277
|
+
| Backward compatibility (no `target` arg) | All 10 call sites use single-arg form, unaffected |
|
|
278
|
+
| Shader pipeline independence | Confirmed: Rotor4D/Vec4 not used in render pipeline |
|
|
279
|
+
| Cross-system visual output | Unchanged: Quantum, Faceted, Holographic unaffected |
|
|
280
|
+
|
|
281
|
+
---
|
|
282
|
+
|
|
283
|
+
## Files Involved
|
|
284
|
+
|
|
285
|
+
| File | Change |
|
|
286
|
+
|------|--------|
|
|
287
|
+
| `src/math/Rotor4D.js` | `rotate()` inlined matrix, added optional `target` param |
|
|
288
|
+
| `src/math/Vec4.js` | Replaced `Float32Array(4)` backing with plain numeric properties |
|
|
289
|
+
| `src/math/Vec4.js` | Updated all `InPlace` methods and `copy()`/`set()` for new storage |
|
|
290
|
+
| `tests/math/Rotor4D.test.js` | Existing tests verified correctness (6+ rotation tests) |
|
|
291
|
+
| `tests/math/Vec4.test.js` | Existing tests verified API compatibility |
|
|
292
|
+
|
|
293
|
+
---
|
|
294
|
+
|
|
295
|
+
## Summary
|
|
296
|
+
|
|
297
|
+
| Metric | Before | After | Change |
|
|
298
|
+
|--------|--------|-------|--------|
|
|
299
|
+
| `rotate()` throughput | 2.2M ops/sec | 4.0M ops/sec | +82% |
|
|
300
|
+
| Allocations per `rotate()` | 3 objects | 0-1 objects | -67% to -100% |
|
|
301
|
+
| Allocations per `new Vec4()` | 2 objects | 1 object | -50% |
|
|
302
|
+
| Visual output | Unchanged | Unchanged | None |
|
|
303
|
+
| API compatibility | N/A | Full backward compat | No breaking changes |
|
|
304
|
+
| Precision | 32-bit intermediate | 64-bit intermediate | Slight improvement |
|
|
305
|
+
|
|
306
|
+
**Bottom line**: Pure speed. Same pixels. New possibilities for CPU-side 4D geometry processing.
|
|
307
|
+
|
|
308
|
+
---
|
|
309
|
+
|
|
310
|
+
*Clear Seas Solutions LLC | VIB3+ SDK v2.0.3 | MIT License*
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
Last reviewed: 2026-02-17
|
|
2
|
+
|
|
3
|
+
# Development Track Logs
|
|
4
|
+
|
|
5
|
+
Detailed, session-level implementation notes are stored here.
|
|
6
|
+
|
|
7
|
+
## Sessions
|
|
8
|
+
|
|
9
|
+
- [2026-01-31 session](DEV_TRACK_SESSION_2026-01-31.md)
|
|
10
|
+
- [2026-02-06 session](DEV_TRACK_SESSION_2026-02-06.md)
|
|
11
|
+
|
|
12
|
+
Roadmap references are maintained in [`DOCS/ROADMAP.md`](../ROADMAP.md).
|
package/README.md
CHANGED
|
@@ -2,12 +2,18 @@
|
|
|
2
2
|
|
|
3
3
|
**General-purpose 4D rotation visualization SDK** for plugins, extensions, wearables, and agentic AI integration.
|
|
4
4
|
|
|
5
|
-
[](DOCS/STATUS.md#test-status)
|
|
6
|
+
[](DOCS/STATUS.md#vib3-sdk-status)
|
|
7
7
|
[](LICENSE)
|
|
8
8
|
|
|
9
9
|
---
|
|
10
10
|
|
|
11
|
+
## Documentation
|
|
12
|
+
|
|
13
|
+
The main documentation entrypoint is [`DOCS/README.md`](./DOCS/README.md), which includes canonical docs, persona-based reading paths, taxonomy, and source-of-truth ownership.
|
|
14
|
+
|
|
15
|
+
---
|
|
16
|
+
|
|
11
17
|
## Quick Reference
|
|
12
18
|
|
|
13
19
|
| Metric | Value |
|
|
@@ -29,7 +35,7 @@
|
|
|
29
35
|
- **Agentic Integration:** MCP server with 14 tools for AI agent control
|
|
30
36
|
- **Cross-Platform:** Web, WASM, Flutter support
|
|
31
37
|
|
|
32
|
-
### New in v2.0.
|
|
38
|
+
### New in current release (v2.0.x)
|
|
33
39
|
|
|
34
40
|
- **Universal Spatial Input:** 8 input sources (tilt, gyroscope, gamepad, mouse, MIDI, audio, programmatic, perspective) with 6 built-in profiles (card tilt, wearable, game, VJ, UI, XR)
|
|
35
41
|
- **Creative Tooling:** 22 color presets, 14 easing transitions, 14 post-processing effects, keyframe timeline with BPM sync
|
|
@@ -176,7 +182,7 @@ engine.randomizeAll();
|
|
|
176
182
|
engine.resetAll();
|
|
177
183
|
```
|
|
178
184
|
|
|
179
|
-
### Spatial Input API (v2.0.
|
|
185
|
+
### Spatial Input API (v2.0.x)
|
|
180
186
|
|
|
181
187
|
```javascript
|
|
182
188
|
// Enable spatial input with a profile
|
|
@@ -194,7 +200,7 @@ engine.setSpatialDramaticMode(true); // 8x amplification
|
|
|
194
200
|
// vjAudioSpatial, uiElement, immersiveXR
|
|
195
201
|
```
|
|
196
202
|
|
|
197
|
-
### Framework Integration (v2.0.
|
|
203
|
+
### Framework Integration (v2.0.x)
|
|
198
204
|
|
|
199
205
|
```javascript
|
|
200
206
|
// React
|
|
@@ -348,17 +354,17 @@ echo 'geometry 10' | node src/cli/index.js
|
|
|
348
354
|
│ │ ├── cli/ # CLI interface
|
|
349
355
|
│ │ └── telemetry/ # Instrumentation
|
|
350
356
|
│ ├── export/ # Export generators
|
|
351
|
-
│ ├── reactivity/ # Reactivity + SpatialInputSystem (
|
|
352
|
-
│ ├── creative/ # Color presets, transitions, post-FX, timeline (
|
|
353
|
-
│ ├── integrations/ # React, Vue, Svelte, Figma, Three.js, TD, OBS (
|
|
354
|
-
│ └── advanced/ # WebXR, WebGPU compute, MIDI, AI, Worker (
|
|
357
|
+
│ ├── reactivity/ # Reactivity + SpatialInputSystem (current release series)
|
|
358
|
+
│ ├── creative/ # Color presets, transitions, post-FX, timeline (current release series)
|
|
359
|
+
│ ├── integrations/ # React, Vue, Svelte, Figma, Three.js, TD, OBS (current release series)
|
|
360
|
+
│ └── advanced/ # WebXR, WebGPU compute, MIDI, AI, Worker (current release series)
|
|
355
361
|
├── tools/ # Tooling (+ shader-sync-verify.js)
|
|
356
362
|
├── cpp/ # C++ math core (WASM)
|
|
357
363
|
├── js/ # Client-side integration
|
|
358
|
-
├── tests/ # Test suite (
|
|
364
|
+
├── tests/ # Test suite (CI-tracked status)
|
|
359
365
|
├── DOCS/ # Documentation
|
|
360
366
|
│ ├── SYSTEM_INVENTORY.md # Complete system reference
|
|
361
|
-
│ ├── SYSTEM_AUDIT_2026-01-30.md # Full system audit
|
|
367
|
+
│ ├── archive/SYSTEM_AUDIT_2026-01-30.md # Full system audit (archived)
|
|
362
368
|
│ ├── CLI_ONBOARDING.md # Agent CLI setup
|
|
363
369
|
│ └── CONTROL_REFERENCE.md # UI parameters
|
|
364
370
|
└── types/ # TypeScript definitions
|
|
@@ -379,7 +385,7 @@ npm test -- --coverage
|
|
|
379
385
|
npm test -- tests/agent/AgentCLI.test.js
|
|
380
386
|
```
|
|
381
387
|
|
|
382
|
-
**Current Status:**
|
|
388
|
+
**Current Status:** See [`DOCS/STATUS.md`](DOCS/STATUS.md) for release and CI-linked test status.
|
|
383
389
|
|
|
384
390
|
---
|
|
385
391
|
|
|
@@ -387,13 +393,20 @@ npm test -- tests/agent/AgentCLI.test.js
|
|
|
387
393
|
|
|
388
394
|
| Document | Description |
|
|
389
395
|
|----------|-------------|
|
|
396
|
+
| [`DOCS/STATUS.md`](DOCS/STATUS.md) | Canonical release status (version, date, platforms, CI test status) |
|
|
397
|
+
| [`DOCS/SYSTEM_INVENTORY.md`](DOCS/SYSTEM_INVENTORY.md) | Complete technical reference |
|
|
398
|
+
| [`DOCS/SYSTEM_AUDIT_2026-01-30.md`](DOCS/SYSTEM_AUDIT_2026-01-30.md) | Full system audit |
|
|
390
399
|
| [`DOCS/SYSTEM_INVENTORY.md`](DOCS/SYSTEM_INVENTORY.md) | Complete technical reference (v2.0.0) |
|
|
400
|
+
| [`DOCS/PRODUCT_STRATEGY.md`](DOCS/PRODUCT_STRATEGY.md) | Product strategy: personas, use-cases, differentiation, and metrics |
|
|
401
|
+
| [`DOCS/ROADMAP.md`](DOCS/ROADMAP.md) | Strategy goals mapped to technical epics and module ownership |
|
|
402
|
+
| [`DOCS/README.md`](DOCS/README.md) | Documentation index and navigation hub |
|
|
391
403
|
| [`DOCS/SYSTEM_AUDIT_2026-01-30.md`](DOCS/SYSTEM_AUDIT_2026-01-30.md) | Full system audit (v2.0.0) |
|
|
404
|
+
| [`DOCS/archive/SYSTEM_AUDIT_2026-01-30.md`](DOCS/archive/SYSTEM_AUDIT_2026-01-30.md) | Full system audit (v2.0.0, archived) |
|
|
392
405
|
| [`DOCS/CLI_ONBOARDING.md`](DOCS/CLI_ONBOARDING.md) | Agent CLI setup guide |
|
|
393
406
|
| [`DOCS/CONTROL_REFERENCE.md`](DOCS/CONTROL_REFERENCE.md) | UI parameter reference |
|
|
394
407
|
| [`24-GEOMETRY-6D-ROTATION-SUMMARY.md`](24-GEOMETRY-6D-ROTATION-SUMMARY.md) | Geometry encoding details |
|
|
395
408
|
| [`DOCS/GPU_DISPOSAL_GUIDE.md`](DOCS/GPU_DISPOSAL_GUIDE.md) | Resource management |
|
|
396
|
-
| [`CLAUDE.md`](CLAUDE.md) | AI/Developer technical reference
|
|
409
|
+
| [`CLAUDE.md`](CLAUDE.md) | AI/Developer technical reference |
|
|
397
410
|
|
|
398
411
|
---
|
|
399
412
|
|
|
@@ -0,0 +1,236 @@
|
|
|
1
|
+
cmake_minimum_required(VERSION 3.20)
|
|
2
|
+
project(vib3_core VERSION 1.0.0 LANGUAGES CXX)
|
|
3
|
+
|
|
4
|
+
# C++20 required for concepts, ranges, and std::numbers
|
|
5
|
+
set(CMAKE_CXX_STANDARD 20)
|
|
6
|
+
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
|
7
|
+
set(CMAKE_CXX_EXTENSIONS OFF)
|
|
8
|
+
|
|
9
|
+
# Build options
|
|
10
|
+
option(VIB3_BUILD_WASM "Build WebAssembly module" ON)
|
|
11
|
+
option(VIB3_BUILD_TESTS "Build unit tests" ON)
|
|
12
|
+
option(VIB3_ENABLE_SIMD "Enable SIMD optimizations" ON)
|
|
13
|
+
option(VIB3_ENABLE_THREADS "Enable threading support" OFF)
|
|
14
|
+
|
|
15
|
+
# Output directories
|
|
16
|
+
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
|
|
17
|
+
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
|
|
18
|
+
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
|
|
19
|
+
|
|
20
|
+
# Compiler warnings
|
|
21
|
+
if(CMAKE_CXX_COMPILER_ID MATCHES "Clang|GNU")
|
|
22
|
+
add_compile_options(
|
|
23
|
+
-Wall
|
|
24
|
+
-Wextra
|
|
25
|
+
-Wpedantic
|
|
26
|
+
-Wconversion
|
|
27
|
+
-Wsign-conversion
|
|
28
|
+
-Wno-unused-parameter
|
|
29
|
+
)
|
|
30
|
+
endif()
|
|
31
|
+
|
|
32
|
+
# SIMD support
|
|
33
|
+
if(VIB3_ENABLE_SIMD)
|
|
34
|
+
if(EMSCRIPTEN)
|
|
35
|
+
add_compile_options(-msimd128)
|
|
36
|
+
add_link_options(-msimd128)
|
|
37
|
+
elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang|GNU")
|
|
38
|
+
# Detect CPU architecture
|
|
39
|
+
include(CheckCXXCompilerFlag)
|
|
40
|
+
check_cxx_compiler_flag("-mavx2" COMPILER_SUPPORTS_AVX2)
|
|
41
|
+
check_cxx_compiler_flag("-msse4.1" COMPILER_SUPPORTS_SSE41)
|
|
42
|
+
|
|
43
|
+
if(COMPILER_SUPPORTS_AVX2)
|
|
44
|
+
add_compile_options(-mavx2 -mfma)
|
|
45
|
+
add_definitions(-DVIB3_HAS_AVX2)
|
|
46
|
+
elseif(COMPILER_SUPPORTS_SSE41)
|
|
47
|
+
add_compile_options(-msse4.1)
|
|
48
|
+
add_definitions(-DVIB3_HAS_SSE41)
|
|
49
|
+
endif()
|
|
50
|
+
endif()
|
|
51
|
+
endif()
|
|
52
|
+
|
|
53
|
+
# Math library (required)
|
|
54
|
+
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/math/Vec4.cpp")
|
|
55
|
+
add_library(vib3_math STATIC
|
|
56
|
+
math/Vec4.cpp
|
|
57
|
+
math/Rotor4D.cpp
|
|
58
|
+
math/Mat4x4.cpp
|
|
59
|
+
math/Projection.cpp
|
|
60
|
+
)
|
|
61
|
+
|
|
62
|
+
target_include_directories(vib3_math PUBLIC
|
|
63
|
+
${CMAKE_CURRENT_SOURCE_DIR}
|
|
64
|
+
)
|
|
65
|
+
else()
|
|
66
|
+
message(WARNING "VIB3: math/ directory not found, skipping vib3_math library")
|
|
67
|
+
endif()
|
|
68
|
+
|
|
69
|
+
# Geometry library (optional — may not exist in Flutter/submodule checkouts)
|
|
70
|
+
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/geometry/GeometryGenerator.cpp")
|
|
71
|
+
add_library(vib3_geometry STATIC
|
|
72
|
+
geometry/GeometryGenerator.cpp
|
|
73
|
+
geometry/Tesseract.cpp
|
|
74
|
+
geometry/Tetrahedron.cpp
|
|
75
|
+
geometry/Sphere.cpp
|
|
76
|
+
geometry/Torus.cpp
|
|
77
|
+
geometry/KleinBottle.cpp
|
|
78
|
+
geometry/Fractal.cpp
|
|
79
|
+
geometry/Wave.cpp
|
|
80
|
+
geometry/Crystal.cpp
|
|
81
|
+
geometry/WarpFunctions.cpp
|
|
82
|
+
)
|
|
83
|
+
|
|
84
|
+
target_link_libraries(vib3_geometry PUBLIC vib3_math)
|
|
85
|
+
|
|
86
|
+
target_include_directories(vib3_geometry PUBLIC
|
|
87
|
+
${CMAKE_CURRENT_SOURCE_DIR}
|
|
88
|
+
)
|
|
89
|
+
else()
|
|
90
|
+
message(WARNING "VIB3: geometry/ directory not found, skipping vib3_geometry library")
|
|
91
|
+
endif()
|
|
92
|
+
|
|
93
|
+
# WebAssembly build
|
|
94
|
+
if(EMSCRIPTEN AND VIB3_BUILD_WASM AND TARGET vib3_math AND TARGET vib3_geometry)
|
|
95
|
+
# Combined WASM module
|
|
96
|
+
add_executable(vib3_wasm
|
|
97
|
+
bindings/embind.cpp
|
|
98
|
+
)
|
|
99
|
+
|
|
100
|
+
target_link_libraries(vib3_wasm PRIVATE
|
|
101
|
+
vib3_math
|
|
102
|
+
vib3_geometry
|
|
103
|
+
)
|
|
104
|
+
|
|
105
|
+
# Emscripten settings
|
|
106
|
+
set_target_properties(vib3_wasm PROPERTIES
|
|
107
|
+
OUTPUT_NAME "vib3"
|
|
108
|
+
SUFFIX ".js"
|
|
109
|
+
)
|
|
110
|
+
|
|
111
|
+
# Emscripten link options
|
|
112
|
+
target_link_options(vib3_wasm PRIVATE
|
|
113
|
+
# Output formats
|
|
114
|
+
-sWASM=1
|
|
115
|
+
-sMODULARIZE=1
|
|
116
|
+
-sEXPORT_NAME=createVIB3Module
|
|
117
|
+
-sEXPORT_ES6=1
|
|
118
|
+
|
|
119
|
+
# Memory settings
|
|
120
|
+
-sALLOW_MEMORY_GROWTH=1
|
|
121
|
+
-sINITIAL_MEMORY=16777216 # 16MB initial
|
|
122
|
+
-sMAXIMUM_MEMORY=268435456 # 256MB max
|
|
123
|
+
-sSTACK_SIZE=1048576 # 1MB stack
|
|
124
|
+
|
|
125
|
+
# Bindings
|
|
126
|
+
--bind
|
|
127
|
+
-sNO_DISABLE_EXCEPTION_CATCHING
|
|
128
|
+
|
|
129
|
+
# Optimizations
|
|
130
|
+
-sASSERTIONS=0
|
|
131
|
+
-sMALLOC=emmalloc
|
|
132
|
+
|
|
133
|
+
# Environment
|
|
134
|
+
-sENVIRONMENT=web,worker
|
|
135
|
+
-sFILESYSTEM=0
|
|
136
|
+
-sNO_EXIT_RUNTIME=1
|
|
137
|
+
|
|
138
|
+
# TypeScript definitions
|
|
139
|
+
--emit-tsd vib3.d.ts
|
|
140
|
+
)
|
|
141
|
+
|
|
142
|
+
# SIMD for WASM
|
|
143
|
+
if(VIB3_ENABLE_SIMD)
|
|
144
|
+
target_link_options(vib3_wasm PRIVATE -msimd128)
|
|
145
|
+
endif()
|
|
146
|
+
|
|
147
|
+
# Threading for WASM (optional)
|
|
148
|
+
if(VIB3_ENABLE_THREADS)
|
|
149
|
+
target_link_options(vib3_wasm PRIVATE
|
|
150
|
+
-pthread
|
|
151
|
+
-sPTHREAD_POOL_SIZE=4
|
|
152
|
+
)
|
|
153
|
+
endif()
|
|
154
|
+
|
|
155
|
+
# Debug vs Release
|
|
156
|
+
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
|
|
157
|
+
target_link_options(vib3_wasm PRIVATE
|
|
158
|
+
-sASSERTIONS=2
|
|
159
|
+
-sSAFE_HEAP=1
|
|
160
|
+
-sSTACK_OVERFLOW_CHECK=2
|
|
161
|
+
-g
|
|
162
|
+
)
|
|
163
|
+
else()
|
|
164
|
+
target_link_options(vib3_wasm PRIVATE
|
|
165
|
+
-O3
|
|
166
|
+
-flto
|
|
167
|
+
--closure 1
|
|
168
|
+
)
|
|
169
|
+
endif()
|
|
170
|
+
|
|
171
|
+
# Install WASM files
|
|
172
|
+
install(
|
|
173
|
+
FILES
|
|
174
|
+
${CMAKE_BINARY_DIR}/bin/vib3.js
|
|
175
|
+
${CMAKE_BINARY_DIR}/bin/vib3.wasm
|
|
176
|
+
${CMAKE_BINARY_DIR}/bin/vib3.d.ts
|
|
177
|
+
DESTINATION ${CMAKE_SOURCE_DIR}/../dist/wasm
|
|
178
|
+
)
|
|
179
|
+
endif()
|
|
180
|
+
|
|
181
|
+
# Native tests (not for WASM, only if sources exist)
|
|
182
|
+
if(VIB3_BUILD_TESTS AND NOT EMSCRIPTEN AND EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/tests/Vec4_test.cpp")
|
|
183
|
+
enable_testing()
|
|
184
|
+
|
|
185
|
+
# Find or fetch GoogleTest
|
|
186
|
+
include(FetchContent)
|
|
187
|
+
FetchContent_Declare(
|
|
188
|
+
googletest
|
|
189
|
+
URL https://github.com/google/googletest/archive/refs/tags/v1.14.0.zip
|
|
190
|
+
)
|
|
191
|
+
FetchContent_MakeAvailable(googletest)
|
|
192
|
+
|
|
193
|
+
# Math tests
|
|
194
|
+
if(TARGET vib3_math)
|
|
195
|
+
add_executable(math_tests
|
|
196
|
+
tests/Vec4_test.cpp
|
|
197
|
+
tests/Rotor4D_test.cpp
|
|
198
|
+
tests/Mat4x4_test.cpp
|
|
199
|
+
tests/Projection_test.cpp
|
|
200
|
+
)
|
|
201
|
+
|
|
202
|
+
target_link_libraries(math_tests PRIVATE
|
|
203
|
+
vib3_math
|
|
204
|
+
GTest::gtest_main
|
|
205
|
+
)
|
|
206
|
+
|
|
207
|
+
include(GoogleTest)
|
|
208
|
+
gtest_discover_tests(math_tests)
|
|
209
|
+
endif()
|
|
210
|
+
|
|
211
|
+
# Geometry tests
|
|
212
|
+
if(TARGET vib3_geometry AND EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/tests/Geometry_test.cpp")
|
|
213
|
+
add_executable(geometry_tests
|
|
214
|
+
tests/Geometry_test.cpp
|
|
215
|
+
)
|
|
216
|
+
|
|
217
|
+
target_link_libraries(geometry_tests PRIVATE
|
|
218
|
+
vib3_geometry
|
|
219
|
+
GTest::gtest_main
|
|
220
|
+
)
|
|
221
|
+
|
|
222
|
+
gtest_discover_tests(geometry_tests)
|
|
223
|
+
endif()
|
|
224
|
+
endif()
|
|
225
|
+
|
|
226
|
+
# Print configuration summary
|
|
227
|
+
message(STATUS "")
|
|
228
|
+
message(STATUS "VIB3 Core Configuration:")
|
|
229
|
+
message(STATUS " Version: ${PROJECT_VERSION}")
|
|
230
|
+
message(STATUS " C++ Standard: ${CMAKE_CXX_STANDARD}")
|
|
231
|
+
message(STATUS " Build WASM: ${VIB3_BUILD_WASM}")
|
|
232
|
+
message(STATUS " Build Tests: ${VIB3_BUILD_TESTS}")
|
|
233
|
+
message(STATUS " Enable SIMD: ${VIB3_ENABLE_SIMD}")
|
|
234
|
+
message(STATUS " Enable Threads:${VIB3_ENABLE_THREADS}")
|
|
235
|
+
message(STATUS " Build Type: ${CMAKE_BUILD_TYPE}")
|
|
236
|
+
message(STATUS "")
|