@vib3code/sdk 2.0.3-canary.4e0dace → 2.0.3-canary.4fbf680
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/package.json +1 -1
- package/src/export/SVGExporter.js +9 -5
- package/src/math/Mat4x4.js +66 -37
- package/src/math/Projection.js +18 -3
- package/src/math/Rotor4D.js +33 -27
- package/src/math/Vec4.js +65 -8
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
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"name": "@vib3code/sdk",
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-
"version": "2.0.3-canary.
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3
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+
"version": "2.0.3-canary.4fbf680",
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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",
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@@ -355,17 +355,21 @@ function projectPoints(points, rotor, dimension, width, height) {
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const centerY = height / 2;
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const scale = Math.min(width, height) * 0.4;
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// Reuse vectors to minimize allocation
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const rotatedBuffer = new Vec4();
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const projectedBuffer = new Vec4();
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+
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for (const point of points) {
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// Apply 4D rotation
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-
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+
rotor.rotate(point, rotatedBuffer);
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// Project to 3D (perspective from W)
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-
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+
rotatedBuffer.projectPerspective(dimension, projectedBuffer);
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// Project to 2D (simple orthographic for clean SVG)
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-
const x = centerX +
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-
const y = centerY -
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-
const depth =
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const x = centerX + projectedBuffer.x * scale;
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const y = centerY - projectedBuffer.y * scale; // Flip Y for SVG coordinates
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const depth = projectedBuffer.z; // Keep depth for styling
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projected.push({ x, y, depth, original: point });
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}
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package/src/math/Mat4x4.js
CHANGED
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@@ -354,12 +354,18 @@ export class Mat4x4 {
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/**
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* Transpose matrix
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* @param {Mat4x4} [target=null] - Optional target matrix
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* @returns {Mat4x4} New transposed matrix
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*/
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-
transpose() {
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transpose(target = null) {
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const m = this.data;
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-
const out = new Mat4x4(Mat4x4.UNINITIALIZED);
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const out = target || new Mat4x4(Mat4x4.UNINITIALIZED);
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const r = out.data;
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// If target is same as source, use intermediate or careful swap
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if (target === this) {
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return this.transposeInPlace();
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}
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r[0] = m[0]; r[4] = m[1]; r[8] = m[2]; r[12] = m[3];
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r[1] = m[4]; r[5] = m[5]; r[9] = m[6]; r[13] = m[7];
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r[2] = m[8]; r[6] = m[9]; r[10] = m[10]; r[14] = m[11];
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@@ -415,62 +421,85 @@ export class Mat4x4 {
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/**
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* Calculate inverse matrix
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+
* @param {Mat4x4} [target=null] - Optional target matrix
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* @returns {Mat4x4|null} Inverse matrix or null if singular
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*/
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-
inverse() {
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inverse(target = null) {
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const m = this.data;
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-
const out = new Mat4x4(Mat4x4.UNINITIALIZED);
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+
const out = target || new Mat4x4(Mat4x4.UNINITIALIZED);
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const inv = out.data;
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431
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-
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-
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// Note: For in-place inversion (target === this), we need to be careful.
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// The standard algorithm uses input values for every output cell.
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// We can check for aliasing or use local variables if we wanted full safety,
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// but simplest is to compute to temp if aliased, or just computing to the array directly works
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// IF we cache everything first. But here we are writing to `inv` index by index.
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// If inv === m, writing inv[0] destroys m[0] which is needed for inv[5] etc.
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// So aliasing is NOT safe with this direct write approach.
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// Handle aliasing by cloning first if needed, or using temp array.
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// Since we want performance, let's detect aliasing.
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let sourceData = m;
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if (target === this) {
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// Copy source data to temp array so we can write to 'this.data' safely
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// We can't avoid allocation entirely in this specific edge case easily without unrolling everything into locals,
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// which is huge for 4x4 inverse.
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// Using a static temp buffer would be unsafe for threading/recursion (not an issue in JS single thread usually but still).
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// Let's just clone the source data for the calculation.
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sourceData = new Float32Array(m);
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}
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const s = sourceData;
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inv[0] = s[5] * s[10] * s[15] - s[5] * s[11] * s[14] - s[9] * s[6] * s[15] +
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+
s[9] * s[7] * s[14] + s[13] * s[6] * s[11] - s[13] * s[7] * s[10];
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456
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-
inv[4] = -
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-
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+
inv[4] = -s[4] * s[10] * s[15] + s[4] * s[11] * s[14] + s[8] * s[6] * s[15] -
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+
s[8] * s[7] * s[14] - s[12] * s[6] * s[11] + s[12] * s[7] * s[10];
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430
459
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431
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-
inv[8] =
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432
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-
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460
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+
inv[8] = s[4] * s[9] * s[15] - s[4] * s[11] * s[13] - s[8] * s[5] * s[15] +
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461
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+
s[8] * s[7] * s[13] + s[12] * s[5] * s[11] - s[12] * s[7] * s[9];
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433
462
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434
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-
inv[12] = -
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435
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-
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463
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+
inv[12] = -s[4] * s[9] * s[14] + s[4] * s[10] * s[13] + s[8] * s[5] * s[14] -
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+
s[8] * s[6] * s[13] - s[12] * s[5] * s[10] + s[12] * s[6] * s[9];
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437
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-
inv[1] = -
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438
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-
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inv[1] = -s[1] * s[10] * s[15] + s[1] * s[11] * s[14] + s[9] * s[2] * s[15] -
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+
s[9] * s[3] * s[14] - s[13] * s[2] * s[11] + s[13] * s[3] * s[10];
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468
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440
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-
inv[5] =
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441
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-
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469
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+
inv[5] = s[0] * s[10] * s[15] - s[0] * s[11] * s[14] - s[8] * s[2] * s[15] +
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470
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+
s[8] * s[3] * s[14] + s[12] * s[2] * s[11] - s[12] * s[3] * s[10];
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443
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-
inv[9] = -
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444
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-
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inv[9] = -s[0] * s[9] * s[15] + s[0] * s[11] * s[13] + s[8] * s[1] * s[15] -
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+
s[8] * s[3] * s[13] - s[12] * s[1] * s[11] + s[12] * s[3] * s[9];
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446
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-
inv[13] =
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-
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inv[13] = s[0] * s[9] * s[14] - s[0] * s[10] * s[13] - s[8] * s[1] * s[14] +
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476
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+
s[8] * s[2] * s[13] + s[12] * s[1] * s[10] - s[12] * s[2] * s[9];
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477
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449
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-
inv[2] =
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-
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inv[2] = s[1] * s[6] * s[15] - s[1] * s[7] * s[14] - s[5] * s[2] * s[15] +
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+
s[5] * s[3] * s[14] + s[13] * s[2] * s[7] - s[13] * s[3] * s[6];
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480
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452
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-
inv[6] = -
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453
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-
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inv[6] = -s[0] * s[6] * s[15] + s[0] * s[7] * s[14] + s[4] * s[2] * s[15] -
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+
s[4] * s[3] * s[14] - s[12] * s[2] * s[7] + s[12] * s[3] * s[6];
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483
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455
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-
inv[10] =
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-
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inv[10] = s[0] * s[5] * s[15] - s[0] * s[7] * s[13] - s[4] * s[1] * s[15] +
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485
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+
s[4] * s[3] * s[13] + s[12] * s[1] * s[7] - s[12] * s[3] * s[5];
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457
486
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458
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-
inv[14] = -
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459
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-
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inv[14] = -s[0] * s[5] * s[14] + s[0] * s[6] * s[13] + s[4] * s[1] * s[14] -
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+
s[4] * s[2] * s[13] - s[12] * s[1] * s[6] + s[12] * s[2] * s[5];
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460
489
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461
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-
inv[3] = -
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-
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inv[3] = -s[1] * s[6] * s[11] + s[1] * s[7] * s[10] + s[5] * s[2] * s[11] -
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491
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+
s[5] * s[3] * s[10] - s[9] * s[2] * s[7] + s[9] * s[3] * s[6];
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492
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464
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-
inv[7] =
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-
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inv[7] = s[0] * s[6] * s[11] - s[0] * s[7] * s[10] - s[4] * s[2] * s[11] +
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494
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+
s[4] * s[3] * s[10] + s[8] * s[2] * s[7] - s[8] * s[3] * s[6];
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466
495
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467
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-
inv[11] = -
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468
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-
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+
inv[11] = -s[0] * s[5] * s[11] + s[0] * s[7] * s[9] + s[4] * s[1] * s[11] -
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497
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+
s[4] * s[3] * s[9] - s[8] * s[1] * s[7] + s[8] * s[3] * s[5];
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469
498
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470
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-
inv[15] =
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471
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-
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499
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inv[15] = s[0] * s[5] * s[10] - s[0] * s[6] * s[9] - s[4] * s[1] * s[10] +
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500
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+
s[4] * s[2] * s[9] + s[8] * s[1] * s[6] - s[8] * s[2] * s[5];
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472
501
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473
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-
const det =
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502
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+
const det = s[0] * inv[0] + s[1] * inv[4] + s[2] * inv[8] + s[3] * inv[12];
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474
503
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475
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if (Math.abs(det) < 1e-10) {
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476
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return null; // Singular matrix
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package/src/math/Projection.js
CHANGED
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@@ -72,12 +72,23 @@ export class Projection {
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72
72
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* The projection point is at (0, 0, 0, 1) - the "north pole"
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73
73
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*
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74
74
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* @param {Vec4} v - 4D point (ideally on unit hypersphere)
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75
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+
* @param {object|Vec4} [options] - Projection options or target vector
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76
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+
* @param {Vec4} [target] - Optional target vector to write result to
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75
77
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* @returns {Vec4} Projected point (w=0)
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76
78
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*/
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77
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-
static stereographic(v, options = {}) {
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78
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-
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79
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+
static stereographic(v, options = {}, target = null) {
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80
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+
if (options instanceof Vec4) {
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81
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target = options;
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82
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options = {};
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83
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}
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84
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+
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85
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+
const epsilon = (options && options.epsilon) ?? DEFAULT_EPSILON;
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79
86
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const denom = clampDenominator(1 - v.w, epsilon);
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80
87
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const scale = 1 / denom;
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88
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+
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89
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+
if (target) {
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90
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+
return target.set(v.x * scale, v.y * scale, v.z * scale, 0);
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91
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+
}
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81
92
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return new Vec4(v.x * scale, v.y * scale, v.z * scale, 0);
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82
93
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}
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83
94
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@@ -107,9 +118,13 @@ export class Projection {
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107
118
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* Parallel projection - no perspective distortion.
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108
119
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*
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109
120
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* @param {Vec4} v - 4D point
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121
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+
* @param {Vec4} [target] - Optional target vector to write result to
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110
122
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* @returns {Vec4} Projected point (w=0)
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111
123
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*/
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112
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-
static orthographic(v) {
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124
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+
static orthographic(v, target = null) {
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125
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+
if (target) {
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126
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+
return target.set(v.x, v.y, v.z, 0);
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127
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+
}
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113
128
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return new Vec4(v.x, v.y, v.z, 0);
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114
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}
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115
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package/src/math/Rotor4D.js
CHANGED
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@@ -276,48 +276,54 @@ export class Rotor4D {
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|
276
276
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* The result applies this rotation, then r's rotation
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277
277
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*
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278
278
|
* @param {Rotor4D} r - Right operand
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|
279
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+
* @param {Rotor4D} [target=null] - Optional target rotor to write result into
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|
279
280
|
* @returns {Rotor4D} Composed rotor
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|
280
281
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*/
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281
|
-
multiply(r) {
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282
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+
multiply(r, target = null) {
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282
283
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// Full geometric product of two rotors in 4D
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283
284
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// This is derived from the geometric algebra product rules
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284
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285
286
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const a = this;
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const b = r;
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288
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288
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-
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289
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-
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290
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-
a.
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291
|
-
a.xw * b.xw - a.yw * b.yw - a.zw * b.zw - a.xyzw * b.xyzw,
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289
|
+
// Compute all components first to ensure safety if target aliases a or b
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290
|
+
const s = a.s * b.s - a.xy * b.xy - a.xz * b.xz - a.yz * b.yz -
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291
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+
a.xw * b.xw - a.yw * b.yw - a.zw * b.zw - a.xyzw * b.xyzw;
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292
292
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293
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-
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294
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-
a.
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295
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-
a.xw * b.yw - a.yw * b.xw - a.zw * b.xyzw - a.xyzw * b.zw,
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293
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+
const xy = a.s * b.xy + a.xy * b.s + a.xz * b.yz - a.yz * b.xz +
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294
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+
a.xw * b.yw - a.yw * b.xw - a.zw * b.xyzw - a.xyzw * b.zw;
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296
295
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|
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297
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-
|
|
298
|
-
a.
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299
|
-
a.xw * b.zw + a.yw * b.xyzw - a.zw * b.xw + a.xyzw * b.yw,
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296
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+
const xz = a.s * b.xz + a.xz * b.s - a.xy * b.yz + a.yz * b.xy +
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297
|
+
a.xw * b.zw + a.yw * b.xyzw - a.zw * b.xw + a.xyzw * b.yw;
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300
298
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301
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-
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302
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-
a.
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303
|
-
a.xw * b.xyzw + a.yw * b.zw - a.zw * b.yw - a.xyzw * b.xw,
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299
|
+
const yz = a.s * b.yz + a.yz * b.s + a.xy * b.xz - a.xz * b.xy -
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300
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+
a.xw * b.xyzw + a.yw * b.zw - a.zw * b.yw - a.xyzw * b.xw;
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304
301
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-
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-
a.
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307
|
-
a.yz * b.xyzw + a.yw * b.xy - a.zw * b.xz + a.xyzw * b.yz,
|
|
302
|
+
const xw = a.s * b.xw + a.xw * b.s - a.xy * b.yw + a.xz * b.zw +
|
|
303
|
+
a.yz * b.xyzw + a.yw * b.xy - a.zw * b.xz + a.xyzw * b.yz;
|
|
308
304
|
|
|
309
|
-
|
|
310
|
-
a.
|
|
311
|
-
a.yz * b.zw - a.xw * b.xy + a.zw * b.yz - a.xyzw * b.xz,
|
|
305
|
+
const yw = a.s * b.yw + a.yw * b.s + a.xy * b.xw - a.xz * b.xyzw -
|
|
306
|
+
a.yz * b.zw - a.xw * b.xy + a.zw * b.yz - a.xyzw * b.xz;
|
|
312
307
|
|
|
313
|
-
|
|
314
|
-
a.
|
|
315
|
-
a.yz * b.yw - a.xw * b.xz - a.yw * b.yz + a.xyzw * b.xy,
|
|
308
|
+
const zw = a.s * b.zw + a.zw * b.s + a.xy * b.xyzw + a.xz * b.xw +
|
|
309
|
+
a.yz * b.yw - a.xw * b.xz - a.yw * b.yz + a.xyzw * b.xy;
|
|
316
310
|
|
|
317
|
-
|
|
318
|
-
a.
|
|
319
|
-
|
|
320
|
-
)
|
|
311
|
+
const xyzw = a.s * b.xyzw + a.xyzw * b.s + a.xy * b.zw - a.xz * b.yw +
|
|
312
|
+
a.yz * b.xw + a.xw * b.yz - a.yw * b.xz + a.zw * b.xy;
|
|
313
|
+
|
|
314
|
+
if (target) {
|
|
315
|
+
target.s = s;
|
|
316
|
+
target.xy = xy;
|
|
317
|
+
target.xz = xz;
|
|
318
|
+
target.yz = yz;
|
|
319
|
+
target.xw = xw;
|
|
320
|
+
target.yw = yw;
|
|
321
|
+
target.zw = zw;
|
|
322
|
+
target.xyzw = xyzw;
|
|
323
|
+
return target;
|
|
324
|
+
}
|
|
325
|
+
|
|
326
|
+
return new Rotor4D(s, xy, xz, yz, xw, yw, zw, xyzw);
|
|
321
327
|
}
|
|
322
328
|
|
|
323
329
|
/**
|
package/src/math/Vec4.js
CHANGED
|
@@ -313,7 +313,11 @@ export class Vec4 {
|
|
|
313
313
|
* @returns {number}
|
|
314
314
|
*/
|
|
315
315
|
distanceTo(v) {
|
|
316
|
-
|
|
316
|
+
const dx = this._x - v._x;
|
|
317
|
+
const dy = this._y - v._y;
|
|
318
|
+
const dz = this._z - v._z;
|
|
319
|
+
const dw = this._w - v._w;
|
|
320
|
+
return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
|
|
317
321
|
}
|
|
318
322
|
|
|
319
323
|
/**
|
|
@@ -322,7 +326,11 @@ export class Vec4 {
|
|
|
322
326
|
* @returns {number}
|
|
323
327
|
*/
|
|
324
328
|
distanceToSquared(v) {
|
|
325
|
-
|
|
329
|
+
const dx = this._x - v._x;
|
|
330
|
+
const dy = this._y - v._y;
|
|
331
|
+
const dz = this._z - v._z;
|
|
332
|
+
const dw = this._w - v._w;
|
|
333
|
+
return dx * dx + dy * dy + dz * dz + dw * dw;
|
|
326
334
|
}
|
|
327
335
|
|
|
328
336
|
/**
|
|
@@ -408,42 +416,91 @@ export class Vec4 {
|
|
|
408
416
|
/**
|
|
409
417
|
* Project 4D point to 3D using perspective projection
|
|
410
418
|
* Projects from 4D to 3D by dividing by (d - w)
|
|
411
|
-
* @param {number} d - Distance parameter (usually 2-5)
|
|
412
|
-
* @param {object} [options] - Projection options
|
|
419
|
+
* @param {number|object} d - Distance parameter (usually 2-5) or options object
|
|
420
|
+
* @param {object|Vec4} [options] - Projection options or target vector
|
|
421
|
+
* @param {Vec4} [target] - Target vector to store result
|
|
413
422
|
* @returns {Vec4} Projected point (w component is 0)
|
|
414
423
|
*/
|
|
415
|
-
projectPerspective(d = 2, options = {}) {
|
|
424
|
+
projectPerspective(d = 2, options = {}, target = null) {
|
|
416
425
|
if (typeof d === 'object') {
|
|
426
|
+
// usage: projectPerspective({ distance: 2, ... }, target?)
|
|
427
|
+
if (options instanceof Vec4) {
|
|
428
|
+
target = options;
|
|
429
|
+
}
|
|
417
430
|
options = d;
|
|
418
431
|
d = options.distance ?? options.d ?? 2;
|
|
432
|
+
} else {
|
|
433
|
+
// usage: projectPerspective(d, options?, target?)
|
|
434
|
+
// usage: projectPerspective(d, target?)
|
|
435
|
+
if (options instanceof Vec4) {
|
|
436
|
+
target = options;
|
|
437
|
+
options = {};
|
|
438
|
+
}
|
|
419
439
|
}
|
|
440
|
+
|
|
441
|
+
options = options || {};
|
|
442
|
+
|
|
420
443
|
const epsilon = options.epsilon ?? 1e-5;
|
|
421
444
|
const denom = d - this._w;
|
|
422
445
|
const clamped = Math.abs(denom) < epsilon ? (denom >= 0 ? epsilon : -epsilon) : denom;
|
|
423
446
|
const scale = 1 / clamped;
|
|
447
|
+
|
|
448
|
+
if (target) {
|
|
449
|
+
target._x = this._x * scale;
|
|
450
|
+
target._y = this._y * scale;
|
|
451
|
+
target._z = this._z * scale;
|
|
452
|
+
target._w = 0;
|
|
453
|
+
return target;
|
|
454
|
+
}
|
|
455
|
+
|
|
424
456
|
return new Vec4(this._x * scale, this._y * scale, this._z * scale, 0);
|
|
425
457
|
}
|
|
426
458
|
|
|
427
459
|
/**
|
|
428
460
|
* Project 4D point to 3D using stereographic projection
|
|
429
461
|
* Maps 4D hypersphere to 3D space
|
|
430
|
-
* @param {object} [options] - Projection options
|
|
462
|
+
* @param {object|Vec4} [options] - Projection options or target vector
|
|
463
|
+
* @param {Vec4} [target] - Target vector to store result
|
|
431
464
|
* @returns {Vec4} Projected point (w component is 0)
|
|
432
465
|
*/
|
|
433
|
-
projectStereographic(options = {}) {
|
|
466
|
+
projectStereographic(options = {}, target = null) {
|
|
467
|
+
if (options instanceof Vec4) {
|
|
468
|
+
target = options;
|
|
469
|
+
options = {};
|
|
470
|
+
}
|
|
471
|
+
|
|
472
|
+
options = options || {};
|
|
473
|
+
|
|
434
474
|
const epsilon = options.epsilon ?? 1e-5;
|
|
435
475
|
const denom = 1 - this._w;
|
|
436
476
|
const clamped = Math.abs(denom) < epsilon ? (denom >= 0 ? epsilon : -epsilon) : denom;
|
|
437
477
|
const scale = 1 / clamped;
|
|
478
|
+
|
|
479
|
+
if (target) {
|
|
480
|
+
target._x = this._x * scale;
|
|
481
|
+
target._y = this._y * scale;
|
|
482
|
+
target._z = this._z * scale;
|
|
483
|
+
target._w = 0;
|
|
484
|
+
return target;
|
|
485
|
+
}
|
|
486
|
+
|
|
438
487
|
return new Vec4(this._x * scale, this._y * scale, this._z * scale, 0);
|
|
439
488
|
}
|
|
440
489
|
|
|
441
490
|
/**
|
|
442
491
|
* Project 4D point to 3D using orthographic projection
|
|
443
492
|
* Simply drops the W component
|
|
493
|
+
* @param {Vec4} [target=null] - Optional target vector
|
|
444
494
|
* @returns {Vec4} Projected point (w component is 0)
|
|
445
495
|
*/
|
|
446
|
-
projectOrthographic() {
|
|
496
|
+
projectOrthographic(target = null) {
|
|
497
|
+
if (target) {
|
|
498
|
+
target._x = this._x;
|
|
499
|
+
target._y = this._y;
|
|
500
|
+
target._z = this._z;
|
|
501
|
+
target._w = 0;
|
|
502
|
+
return target;
|
|
503
|
+
}
|
|
447
504
|
return new Vec4(this._x, this._y, this._z, 0);
|
|
448
505
|
}
|
|
449
506
|
|