@vib3code/sdk 2.0.3-canary.45332e3 → 2.0.3-canary.4874bcf

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Files changed (80) hide show
  1. package/DOCS/AGENT_HARNESS_ARCHITECTURE.md +2 -0
  2. package/DOCS/ANDROID_DEPLOYMENT.md +59 -0
  3. package/DOCS/ARCHITECTURE.md +1 -0
  4. package/DOCS/CI_TESTING.md +2 -0
  5. package/DOCS/CLI_ONBOARDING.md +2 -0
  6. package/DOCS/CONTROL_REFERENCE.md +2 -0
  7. package/DOCS/CROSS_SITE_DESIGN_PATTERNS.md +2 -0
  8. package/DOCS/ENV_SETUP.md +2 -0
  9. package/DOCS/EPIC_SCROLL_EVENTS.md +2 -0
  10. package/DOCS/EXPANSION_DESIGN.md +979 -0
  11. package/DOCS/EXPANSION_DESIGN_ULTRA.md +389 -0
  12. package/DOCS/EXPORT_FORMATS.md +2 -0
  13. package/DOCS/GPU_DISPOSAL_GUIDE.md +2 -0
  14. package/DOCS/HANDOFF_LANDING_PAGE.md +2 -0
  15. package/DOCS/HANDOFF_SDK_DEVELOPMENT.md +2 -0
  16. package/DOCS/LICENSING_TIERS.md +2 -0
  17. package/DOCS/MASTER_PLAN_2026-01-31.md +2 -0
  18. package/DOCS/MULTIVIZ_CHOREOGRAPHY_PATTERNS.md +3 -1
  19. package/DOCS/OBS_SETUP_GUIDE.md +2 -0
  20. package/DOCS/OPTIMIZATION_PLAN_MATH.md +119 -0
  21. package/DOCS/PRODUCT_STRATEGY.md +2 -0
  22. package/DOCS/PROJECT_SETUP.md +2 -0
  23. package/DOCS/README.md +5 -3
  24. package/DOCS/REFERENCE_SCROLL_ANALYSIS.md +2 -0
  25. package/DOCS/RENDERER_LIFECYCLE.md +2 -0
  26. package/DOCS/REPO_MANIFEST.md +2 -0
  27. package/DOCS/ROADMAP.md +2 -0
  28. package/DOCS/SCROLL_TIMELINE_v3.md +2 -0
  29. package/DOCS/SITE_REFACTOR_PLAN.md +2 -0
  30. package/DOCS/STATUS.md +2 -0
  31. package/DOCS/SYSTEM_INVENTORY.md +2 -0
  32. package/DOCS/TELEMETRY_EXPORTS.md +2 -0
  33. package/DOCS/VISUAL_ANALYSIS_CLICKERSS.md +2 -0
  34. package/DOCS/VISUAL_ANALYSIS_FACETAD.md +2 -0
  35. package/DOCS/VISUAL_ANALYSIS_SIMONE.md +2 -0
  36. package/DOCS/VISUAL_ANALYSIS_TABLESIDE.md +2 -0
  37. package/DOCS/WEBGPU_STATUS.md +2 -0
  38. package/DOCS/XR_BENCHMARKS.md +2 -0
  39. package/DOCS/archive/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +1 -34
  40. package/DOCS/archive/DEV_TRACK_ANALYSIS.md +1 -80
  41. package/DOCS/archive/DEV_TRACK_PLAN_2026-01-07.md +1 -42
  42. package/DOCS/archive/SESSION_014_PLAN.md +1 -195
  43. package/DOCS/archive/SESSION_LOG_2026-01-07.md +1 -56
  44. package/DOCS/archive/STRATEGIC_BLUEPRINT_2026-01-07.md +1 -72
  45. package/DOCS/archive/SYSTEM_AUDIT_2026-01-30.md +1 -741
  46. package/DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md +1 -38
  47. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-01-31.md +2 -0
  48. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-06.md +2 -0
  49. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-13.md +2 -0
  50. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +2 -0
  51. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-16.md +2 -0
  52. package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +310 -0
  53. package/DOCS/dev-tracks/README.md +2 -0
  54. package/package.json +2 -4
  55. package/src/cli/index.js +59 -5
  56. package/src/experimental/GameLoop.js +72 -0
  57. package/src/experimental/LatticePhysics.js +100 -0
  58. package/src/experimental/LiveDirector.js +143 -0
  59. package/src/experimental/PlayerController4D.js +154 -0
  60. package/src/experimental/VIB3Actor.js +138 -0
  61. package/src/experimental/VIB3Compositor.js +117 -0
  62. package/src/experimental/VIB3Link.js +122 -0
  63. package/src/experimental/VIB3Orchestrator.js +146 -0
  64. package/src/experimental/VIB3Universe.js +109 -0
  65. package/src/experimental/demos/CrystalLabyrinth.js +202 -0
  66. package/src/export/SVGExporter.js +9 -5
  67. package/src/features/CollectionManager.js +27 -9
  68. package/src/gallery/CollectionManager.js +27 -9
  69. package/src/geometry/generators/Crystal.js +2 -2
  70. package/src/geometry/warp/HypersphereCore.js +53 -24
  71. package/src/math/Mat4x4.js +418 -142
  72. package/src/math/Projection.js +57 -7
  73. package/src/math/Rotor4D.js +102 -73
  74. package/src/math/Vec4.js +265 -111
  75. package/src/quantum/QuantumVisualizer.js +28 -0
  76. package/src/scene/Node4D.js +74 -24
  77. package/src/testing/ProjectionClass.test.js +38 -0
  78. package/src/variations/VariationManager.js +6 -1
  79. package/src/wasm/WasmLoader.js +11 -6
  80. package/tools/update_projection.py +109 -0
@@ -1,38 +1 @@
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- # WebGPU status and testing requirements
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-
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- This document records the current WebGPU backend state, what is implemented, and what is required
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- to validate it in local development or CI.
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-
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- ## Current status
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- - **Backend scaffold:** `WebGPUBackend` initializes adapter/device, configures the canvas, manages
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- resize, and supports a clear-pass `renderFrame()` path.
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- - **Async context creation:** `createRenderContextAsync()` can instantiate WebGPU contexts using
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- `{ backend: 'webgpu' }`.
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- - **Resource tracking:** depth textures are registered in the shared `RenderResourceRegistry`.
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-
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- ## What is still needed
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- 1. **Pipeline parity:** implement basic shader pipelines (vertex/fragment) and buffer binding that
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- match the WebGL backend command flow.
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- 2. **Command buffer bridge:** map existing render commands to WebGPU render passes.
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- 3. **Feature gating:** add host-app controls to toggle WebGPU via feature flags.
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- 4. **Diagnostics:** add per-frame stats and resource delta reporting for WebGPU.
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-
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- ## Testing requirements
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- ### Local smoke test
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- Prerequisites:
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- - A browser with WebGPU enabled (Chrome/Edge with `chrome://flags/#enable-unsafe-webgpu`, or a
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- Chromium build with WebGPU support).
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- - A device with WebGPU-capable GPU drivers.
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-
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- Suggested smoke flow:
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- 1. Create a canvas and call `createRenderContextAsync(canvas, { backend: 'webgpu' })`.
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- 2. Call `backend.renderFrame({ clearColor: [0.1, 0.1, 0.2, 1] })` and confirm the canvas clears.
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- 3. Resize the canvas and ensure the clear pass still succeeds.
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-
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- ### CI validation
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- - WebGPU cannot be reliably validated in headless CI without GPU support.
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- - CI should instead run WebGL tests and lint/static checks; keep a manual WebGPU smoke checklist.
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-
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- ## File locations
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- - `src/render/backends/WebGPUBackend.js`
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- - `src/render/index.js` (`createRenderContextAsync`)
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+ Last reviewed: 2026-02-17
@@ -1,3 +1,5 @@
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+ Last reviewed: 2026-02-17
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+
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  # Dev Track Session — January 31, 2026
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  **Branch**: `claude/review-project-status-BwVbr`
@@ -1,3 +1,5 @@
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+ Last reviewed: 2026-02-17
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+
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  # Development Session — 2026-02-06
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  **Session type**: Full codebase audit + hygiene + MCP server + agent docs + testing
@@ -1,3 +1,5 @@
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+ Last reviewed: 2026-02-17
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+
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  # Development Session — 2026-02-13
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  **Session type**: Agent Harness Implementation — MCP tools, ChoreographyPlayer, aesthetic mapping, headless rendering
@@ -1,3 +1,5 @@
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+ Last reviewed: 2026-02-17
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+
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  # Development Session — 2026-02-15
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  **Session type**: Layer Architecture Redesign, Codebase Audit, Preset/Reactivity Expansion
@@ -1,3 +1,5 @@
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+ Last reviewed: 2026-02-17
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+
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  # Development Session — 2026-02-16
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  **Session type**: Architecture Bug Fixes, Shader Consistency, Documentation Sweep
@@ -0,0 +1,310 @@
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+ Last reviewed: 2026-02-17
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+
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+ # Performance Upgrade Report — 2026-02-16
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+
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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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+ ---
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+
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+ ## What Changed
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+
15
+ 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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+
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+ ### Optimization 1: Rotor4D.rotate() — Inlined Matrix Multiplication
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+
20
+ **File**: `src/math/Rotor4D.js` — `rotate()` method (line 329)
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+
22
+ **Before**:
23
+ ```javascript
24
+ rotate(v) {
25
+ const x = v.x, y = v.y, z = v.z, w = v.w;
26
+ 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,
29
+ m[1]*x + m[5]*y + m[9]*z + m[13]*w,
30
+ m[2]*x + m[6]*y + m[10]*z + m[14]*w,
31
+ m[3]*x + m[7]*y + m[11]*z + m[15]*w
32
+ );
33
+ }
34
+ ```
35
+ - 3 heap allocations per call (Float32Array(16) + Vec4 object + Float32Array(4))
36
+ - Float32Array(16) is created, used once, then immediately garbage-collected
37
+
38
+ **After**:
39
+ ```javascript
40
+ rotate(v, target) {
41
+ const x = v.x, y = v.y, z = v.z, w = v.w;
42
+
43
+ // Same toMatrix() math, but results stored in local variables (stack, not heap)
44
+ const m0 = s2 - xy2 - xz2 + yz2 - xw2 + yw2 + zw2 - xyzw2;
45
+ const m1 = sxy + xzyz + xwyw - zwxyzw;
46
+ // ... all 16 matrix entries as const locals ...
47
+
48
+ const rx = m0*x + m4*y + m8*z + m12*w;
49
+ const ry = m1*x + m5*y + m9*z + m13*w;
50
+ const rz = m2*x + m6*y + m10*z + m14*w;
51
+ const rw = m3*x + m7*y + m11*z + m15*w;
52
+
53
+ if (target) {
54
+ target.x = rx; target.y = ry; target.z = rz; target.w = rw;
55
+ return target;
56
+ }
57
+ return new Vec4(rx, ry, rz, rw);
58
+ }
59
+ ```
60
+ - **Without `target`**: 1 allocation (just the returned Vec4). Float32Array(16) eliminated.
61
+ - **With `target`**: 0 allocations. Writes directly into an existing Vec4.
62
+
63
+ **Benchmark**: 2.2M ops/sec -> 4.0M ops/sec (~1.8x improvement)
64
+
65
+ ---
66
+
67
+ ### Optimization 2: Vec4 — Float32Array Removal
68
+
69
+ **File**: `src/math/Vec4.js` — constructor and all internal methods
70
+
71
+ **Before**:
72
+ ```javascript
73
+ constructor(x = 0, y = 0, z = 0, w = 0) {
74
+ this.data = new Float32Array(4); // heap allocation every time
75
+ this.data[0] = x;
76
+ this.data[1] = y;
77
+ this.data[2] = z;
78
+ this.data[3] = w;
79
+ }
80
+ ```
81
+ - Every `new Vec4()` creates 2 objects: the Vec4 instance + a Float32Array(4)
82
+ - This cascades: `add()`, `sub()`, `normalize()`, `scale()`, `lerp()`, `projectPerspective()`,
83
+ `projectStereographic()`, `projectOrthographic()` all call `new Vec4()` internally
84
+
85
+ **After**:
86
+ ```javascript
87
+ constructor(x = 0, y = 0, z = 0, w = 0) {
88
+ this._x = x; // plain numeric properties — V8 inline storage
89
+ this._y = y; // no separate allocation needed
90
+ this._z = z;
91
+ this._w = w;
92
+ }
93
+
94
+ // Getters/setters preserve the public API
95
+ get x() { return this._x; }
96
+ set x(v) { this._x = v; }
97
+ // ...
98
+
99
+ // GPU upload creates the typed array on demand, not on every construction
100
+ toFloat32Array() {
101
+ return new Float32Array([this._x, this._y, this._z, this._w]);
102
+ }
103
+ ```
104
+ - 1 allocation per Vec4 instead of 2
105
+ - Cascades across the entire math pipeline (every vector operation benefits)
106
+
107
+ ---
108
+
109
+ ## Why Visuals Are Completely Unaffected
110
+
111
+ ### The math is identical
112
+
113
+ Both optimizations produce byte-for-byte identical results. The rotation formula
114
+ (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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+
117
+ ### These classes aren't in the render pipeline
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+
119
+ VIB3+ has three visualization systems (Quantum, Faceted, Holographic). All three do their
120
+ 4D rotation **on the GPU in GLSL/WGSL shaders**:
121
+
122
+ ```
123
+ Render pipeline (untouched):
124
+ Parameters.js → u_rot4dXY/XZ/YZ/XW/YW/ZW → GPU shader → screen pixels
125
+ ```
126
+
127
+ `Rotor4D` and `Vec4` are used by the **CPU-side scene graph** (`Node4D.localToWorld()`),
128
+ which is a separate code path for programmatic 4D scene manipulation:
129
+
130
+ ```
131
+ Scene graph pipeline (optimized):
132
+ Node4D → Rotor4D.rotate(vertex) → Vec4 result → scene transforms
133
+ ```
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+
135
+ The shader uniforms that control what you see on screen come from `Parameters.js`,
136
+ not from Rotor4D. The GPU never sees or cares about these JS objects.
137
+
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+ ### Precision actually improves slightly
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+
140
+ `Float32Array` quantizes values to 32-bit float precision (~7 decimal digits):
141
+ ```
142
+ Float32Array([0.1])[0] → 0.10000000149011612 (32-bit approximation)
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+ Plain JS number 0.1 → 0.1 (64-bit, ~15 digits)
144
+ ```
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+
146
+ After the Vec4 optimization, intermediate CPU math runs at 64-bit (double) precision
147
+ 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.
149
+
150
+ ---
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+
152
+ ## Backward Compatibility
153
+
154
+ ### Rotor4D.rotate()
155
+
156
+ | Aspect | Status |
157
+ |--------|--------|
158
+ | `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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+
163
+ ### Vec4
164
+
165
+ | Aspect | Status |
166
+ |--------|--------|
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+ | `.x`, `.y`, `.z`, `.w` access | Identical — getters/setters preserved |
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+ | `add()`, `sub()`, `scale()`, etc. | Identical — same return values |
169
+ | `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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+
173
+ ### Known concern: `.data` direct access
174
+
175
+ Internal methods (`copy()`, `addInPlace()`, `subInPlace()`, `scaleInPlace()`, `set()`)
176
+ currently reference `this.data[0]` directly. These are updated as part of the optimization.
177
+
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+ External code that accesses `.data` directly would need a compatibility getter:
179
+ ```javascript
180
+ get data() {
181
+ 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;
185
+ }
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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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+ ---
191
+
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+ ## What This Unlocks
193
+
194
+ ### 1. Allocation-Free Vertex Transform Chains
195
+
196
+ With both optimizations combined, full 4D vertex processing can run with **zero heap
197
+ allocations per frame**:
198
+
199
+ ```javascript
200
+ // Allocate scratch vectors once at startup
201
+ const scratch = new Vec4();
202
+ const projected = new Vec4();
203
+
204
+ // Per-frame: zero allocations, zero GC pressure
205
+ for (const vertex of mesh.vertices) {
206
+ rotor.rotate(vertex, scratch); // no allocation
207
+ scratch.addInPlace(worldOffset); // no allocation
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+ scratch.projectPerspective(d, projected); // no allocation (if target added)
209
+ }
210
+ ```
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+
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+ **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.
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+
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+ ### 2. Smoother Frame Delivery on Mobile/Low-End
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+
217
+ Garbage collection in V8 causes micro-pauses (1-5ms "jank"). On mobile devices with
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+ constrained memory, GC runs more frequently. Eliminating allocation-heavy math means:
219
+ - Fewer GC pauses per frame
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+ - More predictable frame timing (less variance around 16.6ms target)
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+ - Better perceived smoothness, especially during complex 4D animations
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+
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+ ### 3. Viable CPU-Side 4D Mesh Rendering
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+
225
+ Previously, the scene graph (`Node4D`) was too slow for real-time mesh transforms because
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+ every vertex rotation burned 3 allocations. Now at 4M ops/sec, we can process:
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+ - **200-vertex mesh**: 0.05ms/frame (was 0.09ms) — headroom for complex scenes
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+ - **1000-vertex mesh**: 0.25ms/frame (was 0.45ms) — viable for polychora wireframes
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+ - **5000-vertex mesh**: 1.25ms/frame (was 2.27ms) — within frame budget for 60fps
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+
231
+ This directly enables future work on:
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+ - **Polychora system** (archived in `archive/polychora/`) — true 4D polytope rendering
233
+ requires CPU-side vertex transforms for wireframe and edge extraction
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+ - **SVG/Lottie export** — `SVGExporter.js` uses `Rotor4D.rotate()` per vertex;
235
+ faster transforms mean faster export for complex geometries
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+ - **Scene graph composition** — Nested `Node4D` hierarchies with per-node rotation
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+ become practical for multi-object 4D scenes
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+
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
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+ 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)
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+ - Simpler deployment for `<script>` tag users who don't want to serve WASM
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+
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+ ### 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);
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+
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
+ ---
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+
270
+ ## Verification Performed
271
+
272
+ | Check | Result |
273
+ |-------|--------|
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+ | 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
+ ---
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+
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+ ## 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 |
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+ | `src/math/Vec4.js` | Updated all `InPlace` methods and `copy()`/`set()` for new storage |
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+ | `tests/math/Rotor4D.test.js` | Existing tests verified correctness (6+ rotation tests) |
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+ | `tests/math/Vec4.test.js` | Existing tests verified API compatibility |
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+
293
+ ---
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+
295
+ ## Summary
296
+
297
+ | Metric | Before | After | Change |
298
+ |--------|--------|-------|--------|
299
+ | `rotate()` throughput | 2.2M ops/sec | 4.0M ops/sec | +82% |
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+ | Allocations per `rotate()` | 3 objects | 0-1 objects | -67% to -100% |
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+ | Allocations per `new Vec4()` | 2 objects | 1 object | -50% |
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+ | Visual output | Unchanged | Unchanged | None |
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+ | API compatibility | N/A | Full backward compat | No breaking changes |
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+ | Precision | 32-bit intermediate | 64-bit intermediate | Slight improvement |
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+
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+ **Bottom line**: Pure speed. Same pixels. New possibilities for CPU-side 4D geometry processing.
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+
308
+ ---
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+
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+ *Clear Seas Solutions LLC | VIB3+ SDK v2.0.3 | MIT License*
@@ -1,3 +1,5 @@
1
+ Last reviewed: 2026-02-17
2
+
1
3
  # Development Track Logs
2
4
 
3
5
  Detailed, session-level implementation notes are stored here.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@vib3code/sdk",
3
- "version": "2.0.3-canary.45332e3",
3
+ "version": "2.0.3-canary.4874bcf",
4
4
  "description": "VIB3+ 4D Visualization SDK - Unified engine with 6D rotation, MCP agentic integration, and cross-platform support",
5
5
  "type": "module",
6
6
  "main": "src/core/VIB3Engine.js",
@@ -9,9 +9,7 @@
9
9
  "vib3": "./src/cli/index.js",
10
10
  "vib3-mcp": "./src/agent/mcp/stdio-server.js"
11
11
  },
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- "sideEffects": [
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- "./src/geometry/builders/*.js"
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- ],
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+ "sideEffects": false,
15
13
  "exports": {
16
14
  ".": {
17
15
  "types": "./types/adaptive-sdk.d.ts",
package/src/cli/index.js CHANGED
@@ -5,9 +5,34 @@
5
5
  */
6
6
 
7
7
  import { performance } from 'node:perf_hooks';
8
+ import path from 'node:path';
8
9
  import { mcpServer, toolDefinitions } from '../agent/index.js';
9
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  import { schemaRegistry } from '../schemas/index.js';
10
11
 
12
+ /**
13
+ * Resolves a file path and ensures it is within the current working directory.
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+ * @param {string} filePath The path to validate
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+ * @returns {string} The resolved absolute path
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+ * @throws {Error} If the path is outside the allowed directory
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+ */
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+ function getSafePath(filePath) {
19
+ if (!filePath) return filePath;
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+
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+ const cwd = process.cwd();
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+ const resolvedPath = path.resolve(cwd, filePath);
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+ const relative = path.relative(cwd, resolvedPath);
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+
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+ const isOutside = relative.startsWith('..') || path.isAbsolute(relative);
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+
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+ if (isOutside) {
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+ const error = new Error('Security Error: Path traversal detected. Access denied.');
29
+ error.code = 'EACCES';
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+ throw error;
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+ }
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+
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+ return resolvedPath;
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+ }
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+
11
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  /**
12
37
  * CLI Configuration
13
38
  */
@@ -446,7 +471,7 @@ async function handleTools(parsed, startTime) {
446
471
  */
447
472
  async function handleValidate(parsed, startTime) {
448
473
  const subcommand = parsed.subcommand || 'pack';
449
- const filePath = parsed.options.file || parsed.options.f || parsed.positional[0];
474
+ let filePath = parsed.options.file || parsed.options.f || parsed.positional[0];
450
475
 
451
476
  if (!filePath && subcommand !== 'schema') {
452
477
  return wrapResponse('validate', {
@@ -460,6 +485,10 @@ async function handleValidate(parsed, startTime) {
460
485
  }
461
486
 
462
487
  try {
488
+ if (filePath) {
489
+ filePath = getSafePath(filePath);
490
+ }
491
+
463
492
  switch (subcommand) {
464
493
  case 'pack': {
465
494
  // Validate a .vib3 scene pack file
@@ -533,6 +562,17 @@ async function handleValidate(parsed, startTime) {
533
562
  }, false, performance.now() - startTime);
534
563
  }
535
564
  } catch (error) {
565
+ if (error.code === 'EACCES') {
566
+ return wrapResponse('validate', {
567
+ error: {
568
+ type: 'SecurityError',
569
+ code: 'ACCESS_DENIED',
570
+ message: error.message,
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+ suggestion: 'Ensure the file path is within the project directory'
572
+ }
573
+ }, false, performance.now() - startTime);
574
+ }
575
+
536
576
  if (error.code === 'ENOENT') {
537
577
  return wrapResponse('validate', {
538
578
  error: {
@@ -659,7 +699,6 @@ async function main() {
659
699
  */
660
700
  async function handleInit(parsed, startTime) {
661
701
  const { writeFileSync, mkdirSync, existsSync } = await import('node:fs');
662
- const { join } = await import('node:path');
663
702
 
664
703
  const projectName = parsed.subcommand || parsed.positional[0] || 'my-vib3-app';
665
704
  const template = parsed.options.template || parsed.options.t || 'vanilla';
@@ -677,7 +716,22 @@ async function handleInit(parsed, startTime) {
677
716
  }, false, performance.now() - startTime);
678
717
  }
679
718
 
680
- const projectDir = join(process.cwd(), projectName);
719
+ let projectDir;
720
+ try {
721
+ projectDir = getSafePath(projectName);
722
+ } catch (error) {
723
+ if (error.code === 'EACCES') {
724
+ return wrapResponse('init', {
725
+ error: {
726
+ type: 'SecurityError',
727
+ code: 'ACCESS_DENIED',
728
+ message: error.message,
729
+ suggestion: 'Choose a project name that results in a valid subdirectory'
730
+ }
731
+ }, false, performance.now() - startTime);
732
+ }
733
+ throw error;
734
+ }
681
735
 
682
736
  if (existsSync(projectDir)) {
683
737
  return wrapResponse('init', {
@@ -695,8 +749,8 @@ async function handleInit(parsed, startTime) {
695
749
  const files = getTemplateFiles(template, projectName);
696
750
 
697
751
  for (const [filename, content] of Object.entries(files)) {
698
- const filepath = join(projectDir, filename);
699
- const dir = join(projectDir, filename.split('/').slice(0, -1).join('/'));
752
+ const filepath = path.join(projectDir, filename);
753
+ const dir = path.join(projectDir, filename.split('/').slice(0, -1).join('/'));
700
754
  if (dir !== projectDir) {
701
755
  mkdirSync(dir, { recursive: true });
702
756
  }
@@ -0,0 +1,72 @@
1
+ /**
2
+ * GameLoop - Fixed-Timestep Physics Loop
3
+ *
4
+ * Provides a robust game loop that decouples physics updates (fixed step)
5
+ * from rendering (variable step). This is crucial for consistent physics
6
+ * and smooth rendering across different device capabilities.
7
+ *
8
+ * @experimental
9
+ */
10
+ export class GameLoop {
11
+ /**
12
+ * @param {function(number)} updateFn - Physics update (fixed dt)
13
+ * @param {function(number)} renderFn - Render update (interpolated alpha)
14
+ * @param {number} step - Physics step size in seconds (default 1/60)
15
+ */
16
+ constructor(updateFn, renderFn, step = 1 / 60) {
17
+ this.updateFn = updateFn;
18
+ this.renderFn = renderFn;
19
+ this.step = step;
20
+ this.dt = 0;
21
+ this.last = 0;
22
+ this.now = 0;
23
+ this.accumulator = 0;
24
+ this.running = false;
25
+ this.rafId = null;
26
+
27
+ // Bind loop
28
+ this.frame = this.frame.bind(this);
29
+ }
30
+
31
+ start() {
32
+ if (this.running) return;
33
+ this.running = true;
34
+ this.last = performance.now();
35
+ this.accumulator = 0;
36
+ this.rafId = requestAnimationFrame(this.frame);
37
+ console.log('GameLoop: Started.');
38
+ }
39
+
40
+ stop() {
41
+ this.running = false;
42
+ if (this.rafId) {
43
+ cancelAnimationFrame(this.rafId);
44
+ this.rafId = null;
45
+ }
46
+ console.log('GameLoop: Stopped.');
47
+ }
48
+
49
+ frame(timestamp) {
50
+ if (!this.running) return;
51
+
52
+ this.now = timestamp;
53
+ // Cap dt to avoid "spiral of death" on lag spikes (max 1s)
54
+ this.dt = Math.min(1, (this.now - this.last) / 1000);
55
+ this.last = this.now;
56
+
57
+ this.accumulator += this.dt;
58
+
59
+ // Consume accumulator in fixed steps
60
+ while (this.accumulator >= this.step) {
61
+ this.updateFn(this.step);
62
+ this.accumulator -= this.step;
63
+ }
64
+
65
+ // Render with interpolation factor alpha
66
+ // alpha = accumulator / step
67
+ // Allows renderer to interpolate between previous and current physics state
68
+ this.renderFn(this.accumulator / this.step);
69
+
70
+ this.rafId = requestAnimationFrame(this.frame);
71
+ }
72
+ }