@vib3code/sdk 2.0.3-canary.45332e3 → 2.0.3-canary.4874bcf
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/DOCS/AGENT_HARNESS_ARCHITECTURE.md +2 -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 +2 -0
- package/DOCS/CONTROL_REFERENCE.md +2 -0
- package/DOCS/CROSS_SITE_DESIGN_PATTERNS.md +2 -0
- package/DOCS/ENV_SETUP.md +2 -0
- package/DOCS/EPIC_SCROLL_EVENTS.md +2 -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 +2 -0
- package/DOCS/HANDOFF_SDK_DEVELOPMENT.md +2 -0
- package/DOCS/LICENSING_TIERS.md +2 -0
- package/DOCS/MASTER_PLAN_2026-01-31.md +2 -0
- package/DOCS/MULTIVIZ_CHOREOGRAPHY_PATTERNS.md +3 -1
- package/DOCS/OBS_SETUP_GUIDE.md +2 -0
- package/DOCS/OPTIMIZATION_PLAN_MATH.md +119 -0
- package/DOCS/PRODUCT_STRATEGY.md +2 -0
- package/DOCS/PROJECT_SETUP.md +2 -0
- package/DOCS/README.md +5 -3
- package/DOCS/REFERENCE_SCROLL_ANALYSIS.md +2 -0
- package/DOCS/RENDERER_LIFECYCLE.md +2 -0
- package/DOCS/REPO_MANIFEST.md +2 -0
- package/DOCS/ROADMAP.md +2 -0
- package/DOCS/SCROLL_TIMELINE_v3.md +2 -0
- package/DOCS/SITE_REFACTOR_PLAN.md +2 -0
- package/DOCS/STATUS.md +2 -0
- package/DOCS/SYSTEM_INVENTORY.md +2 -0
- package/DOCS/TELEMETRY_EXPORTS.md +2 -0
- package/DOCS/VISUAL_ANALYSIS_CLICKERSS.md +2 -0
- package/DOCS/VISUAL_ANALYSIS_FACETAD.md +2 -0
- package/DOCS/VISUAL_ANALYSIS_SIMONE.md +2 -0
- package/DOCS/VISUAL_ANALYSIS_TABLESIDE.md +2 -0
- package/DOCS/WEBGPU_STATUS.md +2 -0
- package/DOCS/XR_BENCHMARKS.md +2 -0
- package/DOCS/archive/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +1 -34
- package/DOCS/archive/DEV_TRACK_ANALYSIS.md +1 -80
- package/DOCS/archive/DEV_TRACK_PLAN_2026-01-07.md +1 -42
- package/DOCS/archive/SESSION_014_PLAN.md +1 -195
- package/DOCS/archive/SESSION_LOG_2026-01-07.md +1 -56
- package/DOCS/archive/STRATEGIC_BLUEPRINT_2026-01-07.md +1 -72
- package/DOCS/archive/SYSTEM_AUDIT_2026-01-30.md +1 -741
- package/DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md +1 -38
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-01-31.md +2 -0
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-06.md +2 -0
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-13.md +2 -0
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +2 -0
- package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-16.md +2 -0
- package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +310 -0
- package/DOCS/dev-tracks/README.md +2 -0
- package/package.json +2 -4
- package/src/cli/index.js +59 -5
- 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/SVGExporter.js +9 -5
- package/src/features/CollectionManager.js +27 -9
- package/src/gallery/CollectionManager.js +27 -9
- package/src/geometry/generators/Crystal.js +2 -2
- package/src/geometry/warp/HypersphereCore.js +53 -24
- package/src/math/Mat4x4.js +418 -142
- package/src/math/Projection.js +57 -7
- package/src/math/Rotor4D.js +102 -73
- package/src/math/Vec4.js +265 -111
- package/src/quantum/QuantumVisualizer.js +28 -0
- package/src/scene/Node4D.js +74 -24
- package/src/testing/ProjectionClass.test.js +38 -0
- package/src/variations/VariationManager.js +6 -1
- package/src/wasm/WasmLoader.js +11 -6
- package/tools/update_projection.py +109 -0
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/**
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* VIB3Link - Multi-User Synchronization
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*
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* Provides a networking layer (mocked for now) to sync VIB3Universe state
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* between multiple clients. Handles entity updates, parameter deltas, and events.
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*
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* @experimental
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*/
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export class VIB3Link {
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constructor() {
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this.connected = false;
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this.roomId = null;
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this.isHost = false;
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this.peers = new Set();
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this.eventBus = new EventTarget();
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// Bind methods
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this.handleMessage = this.handleMessage.bind(this);
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}
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/**
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* Connect to a shared room.
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* @param {string} roomId
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*/
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async connect(roomId) {
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this.roomId = roomId;
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this.connected = true;
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// Mock connection logic
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console.log(`VIB3Link: Connected to room ${roomId}`);
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// In a real implementation, we would establish WebRTC/WebSocket here
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// and negotiate host status. For now, assume single-player or host.
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this.isHost = true;
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this.emit('connected', { roomId, isHost: this.isHost });
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}
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/**
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* Disconnect from the room.
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*/
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disconnect() {
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this.connected = false;
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this.peers.clear();
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console.log(`VIB3Link: Disconnected.`);
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this.emit('disconnected', {});
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}
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/**
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* Broadcast an event to all peers.
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* @param {string} type - Message type (upd, prm, evt)
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* @param {object} payload
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*/
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broadcast(type, payload) {
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if (!this.connected) return;
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const message = {
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t: type,
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s: Date.now(), // simple sequence
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p: payload
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};
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// In real impl: webrtcChannel.send(JSON.stringify(message));
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// Mock loopback for local testing (optional)
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// this.handleMessage(message);
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}
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/**
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* Handle an incoming message from the network.
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* @param {object} message
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*/
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handleMessage(message) {
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const { t, p } = message;
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switch (t) {
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case 'upd':
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this.emit('entityUpdate', p);
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break;
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case 'prm':
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this.emit('parameterDelta', p);
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break;
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case 'evt':
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this.emit('universeEvent', p);
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break;
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default:
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console.warn(`VIB3Link: Unknown message type ${t}`);
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}
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}
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/**
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* Sync the state of all entities. Called by Orchestrator tick.
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* @param {Map<string, object>} entities
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*/
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sync(entities) {
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if (!this.connected || !this.isHost) return;
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// Collect dirty state
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// In a real optimized system, we'd diff state or only send moved entities
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// For now, let's just log that we would sync
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// console.log(`VIB3Link: Syncing ${entities.size} entities`);
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}
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/**
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* Emit a local event for system consumption.
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* @param {string} name
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* @param {object} detail
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*/
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emit(name, detail) {
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const event = new CustomEvent(name, { detail });
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this.eventBus.dispatchEvent(event);
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}
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/**
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* Listen for network events.
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* @param {string} name
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* @param {function} callback
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*/
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on(name, callback) {
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this.eventBus.addEventListener(name, (e) => callback(e.detail));
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}
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}
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/**
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* VIB3Orchestrator - The Core of the VIB3 Universe
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*
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* Manages the lifecycle and coordination of multiple VIB3+ entities (visualizers).
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* Implements the "Universe" concept where multiple instances share a clock,
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* physics, and event bus.
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*
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* @experimental
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*/
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export class VIB3Orchestrator {
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constructor() {
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this.entities = new Map(); // id -> Entity
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this.nextEntityId = 1;
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// Master Clock
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this.time = 0;
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this.lastFrameTime = 0;
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this.paused = false;
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// Systems
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this.eventBus = new EventTarget();
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// Bind loop
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this.tick = this.tick.bind(this);
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}
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/**
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* Start the universe simulation loop.
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*/
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start() {
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if (this.running) return;
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this.running = true;
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this.lastFrameTime = performance.now();
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requestAnimationFrame(this.tick);
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console.log('VIB3Orchestrator: Universe started.');
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}
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/**
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* Stop the universe simulation loop.
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*/
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stop() {
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this.running = false;
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console.log('VIB3Orchestrator: Universe stopped.');
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}
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/**
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* Spawn a new VIB3 entity.
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* @param {string} type - 'actor', 'prop', 'environment'
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* @param {object} config - Configuration for the entity
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* @returns {string} Entity ID
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*/
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spawn(type, config = {}) {
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const id = `vib3_entity_${this.nextEntityId++}`;
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// In a real implementation, this would instantiate VIB3Actor or VIB3Prop
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// For now, we store a mock object representing the entity state
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const entity = {
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id,
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type,
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config,
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position: config.position || { x: 0, y: 0, z: 0 },
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rotation: config.rotation || { x: 0, y: 0, z: 0, w: 0 }, // 4D rotation
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active: true,
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// Mock VIB3Engine interface
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engine: {
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setParameter: (k, v) => console.log(`[${id}] set ${k}=${v}`),
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getParameter: (k) => 0
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},
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update: (dt) => {
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// Default update logic
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// e.g., apply basic physics or script behavior
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}
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};
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this.entities.set(id, entity);
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this.emit('entitySpawned', { id, type });
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console.log(`VIB3Orchestrator: Spawned ${type} (${id})`);
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return id;
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}
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/**
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* Remove an entity from the universe.
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* @param {string} id
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*/
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kill(id) {
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if (this.entities.has(id)) {
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const entity = this.entities.get(id);
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// Cleanup logic (e.g., destroy VIB3Engine instance)
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if (entity.destroy) entity.destroy();
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this.entities.delete(id);
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this.emit('entityDespawned', { id });
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console.log(`VIB3Orchestrator: Killed entity ${id}`);
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}
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}
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/**
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* The main simulation loop.
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* Prioritizes Physics -> Narrative -> Visuals.
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* @param {number} timestamp
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*/
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tick(timestamp) {
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if (!this.running) return;
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const dt = (timestamp - this.lastFrameTime) / 1000;
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this.lastFrameTime = timestamp;
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this.time += dt;
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// 1. Physics / Logic Update
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this.entities.forEach(entity => {
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if (entity.active && entity.update) {
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entity.update(this.time, dt);
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}
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});
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// 2. Event Processing (Mock)
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// Check for collisions, triggers, etc.
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// 3. Visual Sync (Mock)
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// Ensure all entities are rendering the current frame
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requestAnimationFrame(this.tick);
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}
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/**
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* Emit a global universe event.
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* @param {string} name
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* @param {object} detail
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*/
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emit(name, detail) {
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const event = new CustomEvent(name, { detail });
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this.eventBus.dispatchEvent(event);
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}
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/**
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* Listen for global universe events.
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* @param {string} name
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* @param {function} callback
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*/
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on(name, callback) {
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this.eventBus.addEventListener(name, (e) => callback(e.detail));
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}
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}
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/**
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* VIB3Universe - High-Level Entry Point for VIB3+ Ultra
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*
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* Combines Orchestrator (Logic) and Compositor (Visuals) into a single API.
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* Manages the "World" where multiple VIB3+ instances coexist.
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*
|
|
7
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+
* @experimental
|
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8
|
+
*/
|
|
9
|
+
import { VIB3Orchestrator } from './VIB3Orchestrator.js';
|
|
10
|
+
import { VIB3Compositor } from './VIB3Compositor.js';
|
|
11
|
+
import { VIB3Actor } from './VIB3Actor.js';
|
|
12
|
+
import { VIB3Engine } from '../core/VIB3Engine.js';
|
|
13
|
+
|
|
14
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+
export class VIB3Universe {
|
|
15
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+
/**
|
|
16
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+
* @param {string} containerId - DOM ID for the universe container
|
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17
|
+
*/
|
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18
|
+
constructor(containerId = 'vib3-universe') {
|
|
19
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+
this.orchestrator = new VIB3Orchestrator();
|
|
20
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+
this.compositor = new VIB3Compositor(containerId);
|
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21
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+
this.actors = new Map(); // id -> VIB3Actor
|
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22
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+
}
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23
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+
|
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24
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+
/**
|
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25
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* Start the universe simulation.
|
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26
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+
*/
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27
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+
start() {
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this.orchestrator.start();
|
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+
}
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+
|
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31
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+
/**
|
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32
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* Stop the universe simulation.
|
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33
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+
*/
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34
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+
stop() {
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35
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+
this.orchestrator.stop();
|
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36
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+
}
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37
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+
|
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38
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+
/**
|
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39
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+
* Spawn a new actor into the universe.
|
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40
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+
* @param {object} config
|
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41
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+
* @param {string} config.personality - Actor personality profile
|
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42
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+
* @param {string} config.system - Visualization system ('quantum', 'faceted', 'holographic')
|
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43
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+
* @param {number} config.geometry - Initial geometry index
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44
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+
* @param {object} config.layer - Layer options { zIndex, blendMode, opacity, position }
|
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45
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+
* @returns {Promise<VIB3Actor>} The spawned actor
|
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46
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+
*/
|
|
47
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+
async spawnActor(config = {}) {
|
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48
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+
const actorId = `actor_${Date.now()}_${Math.floor(Math.random() * 1000)}`;
|
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49
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+
|
|
50
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+
// 1. Create a container for this actor's engine
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51
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+
const container = document.createElement('div');
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52
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+
container.id = `container_${actorId}`;
|
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53
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+
container.style.width = '100%';
|
|
54
|
+
container.style.height = '100%';
|
|
55
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+
container.style.pointerEvents = 'none'; // Default to pass-through events
|
|
56
|
+
|
|
57
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+
// 2. Add to compositor (visual layer)
|
|
58
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+
this.compositor.addInstance(actorId, container, config.layer || {});
|
|
59
|
+
|
|
60
|
+
// 3. Initialize VIB3 Engine
|
|
61
|
+
const engine = new VIB3Engine({
|
|
62
|
+
system: config.system || 'holographic',
|
|
63
|
+
preferWebGPU: true // Ultra tier defaults to high perf
|
|
64
|
+
});
|
|
65
|
+
|
|
66
|
+
// Initialize engine within the container
|
|
67
|
+
// Note: VIB3Engine.initialize expects a container ID
|
|
68
|
+
await engine.initialize(container.id);
|
|
69
|
+
|
|
70
|
+
// Set initial state
|
|
71
|
+
if (config.geometry !== undefined) {
|
|
72
|
+
engine.setParameter('geometry', config.geometry);
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
// 4. Wrap in Actor (logic layer)
|
|
76
|
+
const actor = new VIB3Actor(engine, config.personality || 'neutral');
|
|
77
|
+
actor.id = actorId;
|
|
78
|
+
|
|
79
|
+
// 5. Register with Orchestrator (simulation loop)
|
|
80
|
+
this.orchestrator.entities.set(actorId, actor);
|
|
81
|
+
this.actors.set(actorId, actor);
|
|
82
|
+
|
|
83
|
+
console.log(`VIB3Universe: Spawned actor ${actorId}`);
|
|
84
|
+
return actor;
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
/**
|
|
88
|
+
* Remove an actor from the universe.
|
|
89
|
+
* @param {string} actorId
|
|
90
|
+
*/
|
|
91
|
+
despawnActor(actorId) {
|
|
92
|
+
const actor = this.actors.get(actorId);
|
|
93
|
+
if (actor) {
|
|
94
|
+
// Remove from logic
|
|
95
|
+
this.orchestrator.kill(actorId);
|
|
96
|
+
|
|
97
|
+
// Cleanup engine
|
|
98
|
+
if (actor.engine && actor.engine.destroy) {
|
|
99
|
+
actor.engine.destroy();
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
// Remove from visuals
|
|
103
|
+
this.compositor.removeInstance(actorId);
|
|
104
|
+
this.actors.delete(actorId);
|
|
105
|
+
|
|
106
|
+
console.log(`VIB3Universe: Despawned actor ${actorId}`);
|
|
107
|
+
}
|
|
108
|
+
}
|
|
109
|
+
}
|
|
@@ -0,0 +1,202 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* CrystalLabyrinth.js - Vertical Slice Demo
|
|
3
|
+
*
|
|
4
|
+
* Implements the full "Ultra" stack:
|
|
5
|
+
* - VIB3Universe (Multi-instance)
|
|
6
|
+
* - VIB3Orchestrator (Game Loop)
|
|
7
|
+
* - VIB3Compositor (Visuals)
|
|
8
|
+
* - LatticePhysics (4D Collision)
|
|
9
|
+
* - PlayerController4D (Input)
|
|
10
|
+
* - LiveDirector (AI Pacing)
|
|
11
|
+
*
|
|
12
|
+
* @experimental
|
|
13
|
+
*/
|
|
14
|
+
import { VIB3Universe } from '../VIB3Universe.js';
|
|
15
|
+
import { GameLoop } from '../GameLoop.js';
|
|
16
|
+
import { LatticePhysics } from '../LatticePhysics.js';
|
|
17
|
+
import { PlayerController4D } from '../PlayerController4D.js';
|
|
18
|
+
import { LiveDirector } from '../LiveDirector.js';
|
|
19
|
+
|
|
20
|
+
class CrystalLabyrinthGame {
|
|
21
|
+
constructor() {
|
|
22
|
+
this.universe = new VIB3Universe('vib3-universe');
|
|
23
|
+
this.physics = new LatticePhysics();
|
|
24
|
+
this.director = new LiveDirector(this.universe);
|
|
25
|
+
|
|
26
|
+
// Game State
|
|
27
|
+
this.score = 0;
|
|
28
|
+
this.health = 100;
|
|
29
|
+
this.isPlaying = false;
|
|
30
|
+
|
|
31
|
+
// Entities
|
|
32
|
+
this.player = null; // The "Camera"
|
|
33
|
+
this.crystals = [];
|
|
34
|
+
this.shadows = [];
|
|
35
|
+
|
|
36
|
+
// UI
|
|
37
|
+
this.ui = {
|
|
38
|
+
score: document.getElementById('score'),
|
|
39
|
+
health: document.getElementById('health'),
|
|
40
|
+
overlay: document.getElementById('overlay'),
|
|
41
|
+
startBtn: document.getElementById('start-btn')
|
|
42
|
+
};
|
|
43
|
+
|
|
44
|
+
// Bind input
|
|
45
|
+
this.controller = new PlayerController4D(document.body, {
|
|
46
|
+
setParameter: (k, v) => this.updatePlayerView(k, v)
|
|
47
|
+
});
|
|
48
|
+
|
|
49
|
+
// Setup Loop
|
|
50
|
+
this.loop = new GameLoop(
|
|
51
|
+
(dt) => this.update(dt),
|
|
52
|
+
(alpha) => this.render(alpha)
|
|
53
|
+
);
|
|
54
|
+
|
|
55
|
+
this.init();
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
async init() {
|
|
59
|
+
// Create the "World" (Background Layer)
|
|
60
|
+
// A deep, slow-moving Holographic system representing the void
|
|
61
|
+
const world = await this.universe.spawnActor({
|
|
62
|
+
personality: 'neutral',
|
|
63
|
+
system: 'holographic',
|
|
64
|
+
geometry: 11, // Hypersphere
|
|
65
|
+
layer: { zIndex: 0, opacity: 0.4 }
|
|
66
|
+
});
|
|
67
|
+
|
|
68
|
+
// Setup UI listeners
|
|
69
|
+
this.ui.startBtn.addEventListener('click', () => this.start());
|
|
70
|
+
}
|
|
71
|
+
|
|
72
|
+
start() {
|
|
73
|
+
this.isPlaying = true;
|
|
74
|
+
this.ui.overlay.classList.add('hidden');
|
|
75
|
+
|
|
76
|
+
// Start Systems
|
|
77
|
+
this.universe.start();
|
|
78
|
+
this.loop.start();
|
|
79
|
+
this.director.start();
|
|
80
|
+
|
|
81
|
+
// Spawn Level
|
|
82
|
+
this.spawnLevel();
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
async spawnLevel() {
|
|
86
|
+
// Spawn 5 Crystals (Pickups)
|
|
87
|
+
for (let i = 0; i < 5; i++) {
|
|
88
|
+
const crystal = await this.universe.spawnActor({
|
|
89
|
+
personality: 'heroic', // Bright, positive
|
|
90
|
+
system: 'faceted',
|
|
91
|
+
geometry: 7, // Crystal
|
|
92
|
+
layer: { zIndex: 10, blendMode: 'screen', opacity: 0.9 }
|
|
93
|
+
});
|
|
94
|
+
|
|
95
|
+
// Random position in 4D space (mock)
|
|
96
|
+
crystal.physics = {
|
|
97
|
+
pos: {
|
|
98
|
+
x: (Math.random() - 0.5) * 20,
|
|
99
|
+
y: (Math.random() - 0.5) * 5,
|
|
100
|
+
z: (Math.random() - 0.5) * 20
|
|
101
|
+
},
|
|
102
|
+
vel: { x: 0, y: 0, z: 0 },
|
|
103
|
+
acc: { x: 0, y: 0, z: 0 }
|
|
104
|
+
};
|
|
105
|
+
|
|
106
|
+
this.crystals.push(crystal);
|
|
107
|
+
}
|
|
108
|
+
|
|
109
|
+
// Spawn 3 Shadows (Enemies)
|
|
110
|
+
for (let i = 0; i < 3; i++) {
|
|
111
|
+
const shadow = await this.universe.spawnActor({
|
|
112
|
+
personality: 'glitch', // Chaotic, negative
|
|
113
|
+
system: 'quantum',
|
|
114
|
+
geometry: 16, // Spiky
|
|
115
|
+
layer: { zIndex: 5, blendMode: 'multiply', opacity: 0.7 }
|
|
116
|
+
});
|
|
117
|
+
|
|
118
|
+
shadow.physics = {
|
|
119
|
+
pos: { x: 0, y: 0, z: -30 }, // Start far away
|
|
120
|
+
vel: { x: 0, y: 0, z: 0 },
|
|
121
|
+
acc: { x: 0, y: 0, z: 0 }
|
|
122
|
+
};
|
|
123
|
+
|
|
124
|
+
this.shadows.push(shadow);
|
|
125
|
+
}
|
|
126
|
+
}
|
|
127
|
+
|
|
128
|
+
/**
|
|
129
|
+
* Physics Update (Fixed Timestep)
|
|
130
|
+
*/
|
|
131
|
+
update(dt) {
|
|
132
|
+
if (!this.isPlaying) return;
|
|
133
|
+
|
|
134
|
+
// 1. Update Player Controls
|
|
135
|
+
this.controller.update(dt);
|
|
136
|
+
|
|
137
|
+
// 2. Update Physics World
|
|
138
|
+
// Sync player controller state to physics engine?
|
|
139
|
+
// For now, controller handles movement directly.
|
|
140
|
+
|
|
141
|
+
// 3. AI Logic (Shadows hunt player)
|
|
142
|
+
this.shadows.forEach(shadow => {
|
|
143
|
+
// Move towards player (0,0,0 relative to camera)
|
|
144
|
+
// In a real engine, we'd have absolute coordinates.
|
|
145
|
+
// Here, we simulate relative motion by updating parameters
|
|
146
|
+
|
|
147
|
+
// Mock: Oscillate shadow intensity based on "proximity"
|
|
148
|
+
shadow.emote('panic', 0.5);
|
|
149
|
+
});
|
|
150
|
+
|
|
151
|
+
// 4. Check Collisions (Mock)
|
|
152
|
+
// If player is close to a crystal -> Collect
|
|
153
|
+
if (Math.random() < 0.005 && this.crystals.length > 0) {
|
|
154
|
+
this.collectCrystal(this.crystals.pop());
|
|
155
|
+
}
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
/**
|
|
159
|
+
* Render Update (Variable Timestep)
|
|
160
|
+
*/
|
|
161
|
+
render(alpha) {
|
|
162
|
+
// Visual interpolation could happen here
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
updatePlayerView(key, value) {
|
|
166
|
+
// Broadcast player view changes to the World actor
|
|
167
|
+
// This makes the world rotate around the player
|
|
168
|
+
const world = this.universe.actors.get(this.universe.orchestrator.entities.keys().next().value);
|
|
169
|
+
if (world && world.engine) {
|
|
170
|
+
world.engine.setParameter(key, value);
|
|
171
|
+
}
|
|
172
|
+
}
|
|
173
|
+
|
|
174
|
+
collectCrystal(actor) {
|
|
175
|
+
this.score++;
|
|
176
|
+
this.ui.score.innerText = this.score;
|
|
177
|
+
|
|
178
|
+
// FX
|
|
179
|
+
actor.emote('joy', 1.0, 500);
|
|
180
|
+
setTimeout(() => {
|
|
181
|
+
this.universe.despawnActor(actor.id);
|
|
182
|
+
}, 500);
|
|
183
|
+
|
|
184
|
+
if (this.score >= 5) {
|
|
185
|
+
this.win();
|
|
186
|
+
}
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
win() {
|
|
190
|
+
this.isPlaying = false;
|
|
191
|
+
this.ui.overlay.innerHTML = `
|
|
192
|
+
<h1 style="color: #0f0; text-shadow: 0 0 20px #0f0;">SECTOR STABILIZED</h1>
|
|
193
|
+
<p>The lattice is secure.</p>
|
|
194
|
+
<button onclick="location.reload()">Re-enter</button>
|
|
195
|
+
`;
|
|
196
|
+
this.ui.overlay.classList.remove('hidden');
|
|
197
|
+
this.loop.stop();
|
|
198
|
+
}
|
|
199
|
+
}
|
|
200
|
+
|
|
201
|
+
// Start Game
|
|
202
|
+
new CrystalLabyrinthGame();
|
|
@@ -355,17 +355,21 @@ function projectPoints(points, rotor, dimension, width, height) {
|
|
|
355
355
|
const centerY = height / 2;
|
|
356
356
|
const scale = Math.min(width, height) * 0.4;
|
|
357
357
|
|
|
358
|
+
// Reuse vectors to minimize allocation
|
|
359
|
+
const rotatedBuffer = new Vec4();
|
|
360
|
+
const projectedBuffer = new Vec4();
|
|
361
|
+
|
|
358
362
|
for (const point of points) {
|
|
359
363
|
// Apply 4D rotation
|
|
360
|
-
|
|
364
|
+
rotor.rotate(point, rotatedBuffer);
|
|
361
365
|
|
|
362
366
|
// Project to 3D (perspective from W)
|
|
363
|
-
|
|
367
|
+
rotatedBuffer.projectPerspective(dimension, projectedBuffer);
|
|
364
368
|
|
|
365
369
|
// Project to 2D (simple orthographic for clean SVG)
|
|
366
|
-
const x = centerX +
|
|
367
|
-
const y = centerY -
|
|
368
|
-
const depth =
|
|
370
|
+
const x = centerX + projectedBuffer.x * scale;
|
|
371
|
+
const y = centerY - projectedBuffer.y * scale; // Flip Y for SVG coordinates
|
|
372
|
+
const depth = projectedBuffer.z; // Keep depth for styling
|
|
369
373
|
|
|
370
374
|
projected.push({ x, y, depth, original: point });
|
|
371
375
|
}
|
|
@@ -415,19 +415,37 @@ export class CollectionManager {
|
|
|
415
415
|
*/
|
|
416
416
|
getStatistics() {
|
|
417
417
|
const collections = Array.from(this.collections.values());
|
|
418
|
-
|
|
419
|
-
|
|
420
|
-
|
|
421
|
-
|
|
422
|
-
|
|
423
|
-
|
|
418
|
+
let totalVariations = 0;
|
|
419
|
+
let customCollections = 0;
|
|
420
|
+
let baseCollections = 0;
|
|
421
|
+
const collectionList = new Array(collections.length);
|
|
422
|
+
|
|
423
|
+
for (let i = 0; i < collections.length; i++) {
|
|
424
|
+
const c = collections[i];
|
|
425
|
+
totalVariations += c.variations.length;
|
|
426
|
+
|
|
427
|
+
const name = c.name || '';
|
|
428
|
+
if (name.includes('User') || name.includes('Custom')) {
|
|
429
|
+
customCollections++;
|
|
430
|
+
}
|
|
431
|
+
if (name.includes('Base')) {
|
|
432
|
+
baseCollections++;
|
|
433
|
+
}
|
|
434
|
+
|
|
435
|
+
collectionList[i] = {
|
|
424
436
|
name: c.name,
|
|
425
437
|
filename: c.filename,
|
|
426
438
|
variationCount: c.variations.length,
|
|
427
439
|
created: c.created
|
|
428
|
-
}
|
|
440
|
+
};
|
|
441
|
+
}
|
|
442
|
+
|
|
443
|
+
return {
|
|
444
|
+
totalCollections: collections.length,
|
|
445
|
+
totalVariations,
|
|
446
|
+
customCollections,
|
|
447
|
+
baseCollections,
|
|
448
|
+
collections: collectionList
|
|
429
449
|
};
|
|
430
|
-
|
|
431
|
-
return stats;
|
|
432
450
|
}
|
|
433
451
|
}
|
|
@@ -222,19 +222,37 @@ export class CollectionManager {
|
|
|
222
222
|
*/
|
|
223
223
|
getStatistics() {
|
|
224
224
|
const collections = Array.from(this.collections.values());
|
|
225
|
-
|
|
226
|
-
|
|
227
|
-
|
|
228
|
-
|
|
229
|
-
|
|
230
|
-
|
|
225
|
+
let totalVariations = 0;
|
|
226
|
+
let customCollections = 0;
|
|
227
|
+
let baseCollections = 0;
|
|
228
|
+
const collectionList = new Array(collections.length);
|
|
229
|
+
|
|
230
|
+
for (let i = 0; i < collections.length; i++) {
|
|
231
|
+
const c = collections[i];
|
|
232
|
+
totalVariations += c.variations.length;
|
|
233
|
+
|
|
234
|
+
const name = c.name || '';
|
|
235
|
+
if (name.includes('Custom')) {
|
|
236
|
+
customCollections++;
|
|
237
|
+
}
|
|
238
|
+
if (name.includes('Base')) {
|
|
239
|
+
baseCollections++;
|
|
240
|
+
}
|
|
241
|
+
|
|
242
|
+
collectionList[i] = {
|
|
231
243
|
name: c.name,
|
|
232
244
|
filename: c.filename,
|
|
233
245
|
variationCount: c.variations.length,
|
|
234
246
|
created: c.created
|
|
235
|
-
}
|
|
247
|
+
};
|
|
248
|
+
}
|
|
249
|
+
|
|
250
|
+
return {
|
|
251
|
+
totalCollections: collections.length,
|
|
252
|
+
totalVariations,
|
|
253
|
+
customCollections,
|
|
254
|
+
baseCollections,
|
|
255
|
+
collections: collectionList
|
|
236
256
|
};
|
|
237
|
-
|
|
238
|
-
return stats;
|
|
239
257
|
}
|
|
240
258
|
}
|