@vib3code/sdk 2.0.3-canary.45332e3 → 2.0.3-canary.590fbae

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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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+
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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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+
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+ ### Optimization 1: Rotor4D.rotate() — Inlined Matrix Multiplication
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+
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+ **File**: `src/math/Rotor4D.js` — `rotate()` method (line 329)
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ **Benchmark**: 2.2M ops/sec -> 4.0M ops/sec (~1.8x improvement)
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+
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+ ---
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+
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+ ### Optimization 2: Vec4 — Float32Array Removal
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+
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+ **File**: `src/math/Vec4.js` — constructor and all internal methods
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+
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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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+
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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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+
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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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+
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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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+ ---
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+
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+ ## Why Visuals Are Completely Unaffected
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+
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+ ### The math is identical
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+
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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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+
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+ ### These classes aren't in the render pipeline
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+
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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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+ ```
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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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+
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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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+ ```
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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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+
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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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+
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+ ### Precision actually improves slightly
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+
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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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+
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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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+ ---
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+
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+ ## Backward Compatibility
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+
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+ ### Rotor4D.rotate()
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+
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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 |
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+ |--------|--------|
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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 |
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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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+ ### 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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+
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+ ## What This Unlocks
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+
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+ ### 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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+ // 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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+ ```
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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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+
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+ 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:
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+ - 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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+
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+ 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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+
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+ This directly enables future work on:
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+ - **Polychora system** (archived in `archive/polychora/`) — true 4D polytope rendering
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+ requires CPU-side vertex transforms for wireframe and edge extraction
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+ - **SVG/Lottie export** — `SVGExporter.js` uses `Rotor4D.rotate()` per vertex;
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+ 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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+
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+ ### 4. WASM-Competitive JS Performance
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+
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+ 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
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+ small-to-medium workloads (WASM still wins for bulk operations due to SIMD). This means:
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+ - WASM fallback is less critical for basic usage
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+ - 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
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+
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+ The `target` parameter pattern establishes the convention for future allocation-free APIs.
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+ Other methods can follow the same pattern:
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+
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+ ```javascript
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+ // Future: allocation-free projection
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+ vec4.projectPerspective(distance, targetVec4);
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+
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+ // Future: allocation-free interpolation
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+ vec4.lerp(other, t, targetVec4);
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+
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+ // Future: allocation-free normalization
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+ vec4.normalize(targetVec4);
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+ ```
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+
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+ This creates a clean, consistent API where:
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+ - No-argument calls return new objects (safe, easy to use)
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+ - Target-argument calls reuse objects (fast, zero GC, for hot paths)
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+
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+ ---
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+
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+ ## Verification Performed
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+
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+ | Check | Result |
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+ |-------|--------|
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+ | Unit tests (1762 tests, 77 files) | All passing |
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+ | Rotation correctness (identity, plane, composed) | Verified via existing Rotor4D tests |
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+ | Vector length preservation over 100 iterations | Verified via stability test |
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+ | Backward compatibility (no `target` arg) | All 10 call sites use single-arg form, unaffected |
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+ | Shader pipeline independence | Confirmed: Rotor4D/Vec4 not used in render pipeline |
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+ | Cross-system visual output | Unchanged: Quantum, Faceted, Holographic unaffected |
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+
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+ ---
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+
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+ ## Files Involved
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+
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+ | File | Change |
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+ |------|--------|
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+ | `src/math/Rotor4D.js` | `rotate()` inlined matrix, added optional `target` param |
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+ | `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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+
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+ ---
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+
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+ ## Summary
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+
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+ | Metric | Before | After | Change |
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+ |--------|--------|-------|--------|
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+ | `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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+
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+ ---
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+
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+ *Clear Seas Solutions LLC | VIB3+ SDK v2.0.3 | MIT License*
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@vib3code/sdk",
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- "version": "2.0.3-canary.45332e3",
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+ "version": "2.0.3-canary.590fbae",
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  "description": "VIB3+ 4D Visualization SDK - Unified engine with 6D rotation, MCP agentic integration, and cross-platform support",
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  "type": "module",
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  "main": "src/core/VIB3Engine.js",