@vib3code/sdk 2.0.3-canary.590fbae → 2.0.3-canary.69d53b3

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Files changed (69) hide show
  1. package/DOCS/AGENT_HARNESS_ARCHITECTURE.md +2 -0
  2. package/DOCS/ANDROID_DEPLOYMENT.md +59 -0
  3. package/DOCS/ARCHITECTURE.md +1 -0
  4. package/DOCS/CI_TESTING.md +2 -0
  5. package/DOCS/CLI_ONBOARDING.md +2 -0
  6. package/DOCS/CONTROL_REFERENCE.md +2 -0
  7. package/DOCS/CROSS_SITE_DESIGN_PATTERNS.md +2 -0
  8. package/DOCS/ENV_SETUP.md +2 -0
  9. package/DOCS/EPIC_SCROLL_EVENTS.md +2 -0
  10. package/DOCS/EXPANSION_DESIGN.md +979 -0
  11. package/DOCS/EXPANSION_DESIGN_ULTRA.md +389 -0
  12. package/DOCS/EXPORT_FORMATS.md +2 -0
  13. package/DOCS/GPU_DISPOSAL_GUIDE.md +2 -0
  14. package/DOCS/HANDOFF_LANDING_PAGE.md +2 -0
  15. package/DOCS/HANDOFF_SDK_DEVELOPMENT.md +2 -0
  16. package/DOCS/LICENSING_TIERS.md +2 -0
  17. package/DOCS/MASTER_PLAN_2026-01-31.md +2 -0
  18. package/DOCS/MULTIVIZ_CHOREOGRAPHY_PATTERNS.md +3 -1
  19. package/DOCS/OBS_SETUP_GUIDE.md +2 -0
  20. package/DOCS/OPTIMIZATION_PLAN_MATH.md +119 -0
  21. package/DOCS/PRODUCT_STRATEGY.md +2 -0
  22. package/DOCS/PROJECT_SETUP.md +2 -0
  23. package/DOCS/README.md +5 -3
  24. package/DOCS/REFERENCE_SCROLL_ANALYSIS.md +2 -0
  25. package/DOCS/RENDERER_LIFECYCLE.md +2 -0
  26. package/DOCS/REPO_MANIFEST.md +2 -0
  27. package/DOCS/ROADMAP.md +2 -0
  28. package/DOCS/SCROLL_TIMELINE_v3.md +2 -0
  29. package/DOCS/SITE_REFACTOR_PLAN.md +2 -0
  30. package/DOCS/STATUS.md +2 -0
  31. package/DOCS/SYSTEM_INVENTORY.md +2 -0
  32. package/DOCS/TELEMETRY_EXPORTS.md +2 -0
  33. package/DOCS/VISUAL_ANALYSIS_CLICKERSS.md +2 -0
  34. package/DOCS/VISUAL_ANALYSIS_FACETAD.md +2 -0
  35. package/DOCS/VISUAL_ANALYSIS_SIMONE.md +2 -0
  36. package/DOCS/VISUAL_ANALYSIS_TABLESIDE.md +2 -0
  37. package/DOCS/WEBGPU_STATUS.md +2 -0
  38. package/DOCS/XR_BENCHMARKS.md +2 -0
  39. package/DOCS/archive/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +1 -34
  40. package/DOCS/archive/DEV_TRACK_ANALYSIS.md +1 -80
  41. package/DOCS/archive/DEV_TRACK_PLAN_2026-01-07.md +1 -42
  42. package/DOCS/archive/SESSION_014_PLAN.md +1 -195
  43. package/DOCS/archive/SESSION_LOG_2026-01-07.md +1 -56
  44. package/DOCS/archive/STRATEGIC_BLUEPRINT_2026-01-07.md +1 -72
  45. package/DOCS/archive/SYSTEM_AUDIT_2026-01-30.md +1 -741
  46. package/DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md +1 -38
  47. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-01-31.md +2 -0
  48. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-06.md +2 -0
  49. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-13.md +2 -0
  50. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +2 -0
  51. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-16.md +2 -0
  52. package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +2 -0
  53. package/DOCS/dev-tracks/README.md +2 -0
  54. package/package.json +1 -1
  55. package/src/experimental/GameLoop.js +72 -0
  56. package/src/experimental/LatticePhysics.js +100 -0
  57. package/src/experimental/LiveDirector.js +143 -0
  58. package/src/experimental/PlayerController4D.js +154 -0
  59. package/src/experimental/VIB3Actor.js +138 -0
  60. package/src/experimental/VIB3Compositor.js +117 -0
  61. package/src/experimental/VIB3Link.js +122 -0
  62. package/src/experimental/VIB3Orchestrator.js +146 -0
  63. package/src/experimental/VIB3Universe.js +109 -0
  64. package/src/experimental/demos/CrystalLabyrinth.js +202 -0
  65. package/src/geometry/generators/Crystal.js +2 -2
  66. package/src/math/Mat4x4.js +238 -92
  67. package/src/math/Rotor4D.js +69 -46
  68. package/src/math/Vec4.js +200 -103
  69. package/src/scene/Node4D.js +74 -24
package/src/math/Vec4.js CHANGED
@@ -2,7 +2,8 @@
2
2
  * Vec4 - 4D Vector Class
3
3
  *
4
4
  * Represents a point or direction in 4-dimensional space.
5
- * Uses Float32Array for GPU compatibility and potential SIMD optimization.
5
+ * Uses plain numeric properties internally for minimal allocation overhead.
6
+ * GPU-compatible Float32Array created on demand via toFloat32Array().
6
7
  *
7
8
  * @example
8
9
  * const v = new Vec4(1, 2, 3, 0.5);
@@ -19,26 +20,66 @@ export class Vec4 {
19
20
  * @param {number} w - W component (4th dimension)
20
21
  */
21
22
  constructor(x = 0, y = 0, z = 0, w = 0) {
22
- // Use Float32Array for GPU compatibility
23
- this.data = new Float32Array(4);
24
- this.data[0] = x;
25
- this.data[1] = y;
26
- this.data[2] = z;
27
- this.data[3] = w;
23
+ this._x = x;
24
+ this._y = y;
25
+ this._z = z;
26
+ this._w = w;
28
27
  }
29
28
 
30
- // Property accessors for readability
31
- get x() { return this.data[0]; }
32
- set x(v) { this.data[0] = v; }
29
+ // Property accessors
30
+ get x() { return this._x; }
31
+ set x(v) { this._x = v; }
33
32
 
34
- get y() { return this.data[1]; }
35
- set y(v) { this.data[1] = v; }
33
+ get y() { return this._y; }
34
+ set y(v) { this._y = v; }
36
35
 
37
- get z() { return this.data[2]; }
38
- set z(v) { this.data[2] = v; }
36
+ get z() { return this._z; }
37
+ set z(v) { this._z = v; }
39
38
 
40
- get w() { return this.data[3]; }
41
- set w(v) { this.data[3] = v; }
39
+ get w() { return this._w; }
40
+ set w(v) { this._w = v; }
41
+
42
+ /**
43
+ * Backward-compatible .data getter.
44
+ * Returns a Float32Array snapshot of current values.
45
+ * Note: writes to the returned array do NOT propagate back.
46
+ * Use setComponent(index, value) for index-based mutation.
47
+ * @returns {Float32Array}
48
+ */
49
+ get data() {
50
+ return new Float32Array([this._x, this._y, this._z, this._w]);
51
+ }
52
+
53
+ /**
54
+ * Set a component by index (0=x, 1=y, 2=z, 3=w)
55
+ * @param {number} index - Component index (0-3)
56
+ * @param {number} value - New value
57
+ * @returns {Vec4} this
58
+ */
59
+ setComponent(index, value) {
60
+ switch (index) {
61
+ case 0: this._x = value; break;
62
+ case 1: this._y = value; break;
63
+ case 2: this._z = value; break;
64
+ case 3: this._w = value; break;
65
+ }
66
+ return this;
67
+ }
68
+
69
+ /**
70
+ * Get a component by index (0=x, 1=y, 2=z, 3=w)
71
+ * @param {number} index - Component index (0-3)
72
+ * @returns {number}
73
+ */
74
+ getComponent(index) {
75
+ switch (index) {
76
+ case 0: return this._x;
77
+ case 1: return this._y;
78
+ case 2: return this._z;
79
+ case 3: return this._w;
80
+ default: return 0;
81
+ }
82
+ }
42
83
 
43
84
  /**
44
85
  * Create a Vec4 from an array
@@ -54,7 +95,7 @@ export class Vec4 {
54
95
  * @returns {Vec4}
55
96
  */
56
97
  clone() {
57
- return new Vec4(this.x, this.y, this.z, this.w);
98
+ return new Vec4(this._x, this._y, this._z, this._w);
58
99
  }
59
100
 
60
101
  /**
@@ -63,10 +104,10 @@ export class Vec4 {
63
104
  * @returns {Vec4} this (for chaining)
64
105
  */
65
106
  copy(v) {
66
- this.data[0] = v.data[0];
67
- this.data[1] = v.data[1];
68
- this.data[2] = v.data[2];
69
- this.data[3] = v.data[3];
107
+ this._x = v._x;
108
+ this._y = v._y;
109
+ this._z = v._z;
110
+ this._w = v._w;
70
111
  return this;
71
112
  }
72
113
 
@@ -79,24 +120,32 @@ export class Vec4 {
79
120
  * @returns {Vec4} this
80
121
  */
81
122
  set(x, y, z, w) {
82
- this.data[0] = x;
83
- this.data[1] = y;
84
- this.data[2] = z;
85
- this.data[3] = w;
123
+ this._x = x;
124
+ this._y = y;
125
+ this._z = z;
126
+ this._w = w;
86
127
  return this;
87
128
  }
88
129
 
89
130
  /**
90
- * Add another vector (immutable)
131
+ * Add another vector (immutable unless target provided)
91
132
  * @param {Vec4} v
92
- * @returns {Vec4} New vector
93
- */
94
- add(v) {
133
+ * @param {Vec4} [target=null] - Optional target vector
134
+ * @returns {Vec4} New vector or target
135
+ */
136
+ add(v, target = null) {
137
+ if (target) {
138
+ target._x = this._x + v._x;
139
+ target._y = this._y + v._y;
140
+ target._z = this._z + v._z;
141
+ target._w = this._w + v._w;
142
+ return target;
143
+ }
95
144
  return new Vec4(
96
- this.x + v.x,
97
- this.y + v.y,
98
- this.z + v.z,
99
- this.w + v.w
145
+ this._x + v._x,
146
+ this._y + v._y,
147
+ this._z + v._z,
148
+ this._w + v._w
100
149
  );
101
150
  }
102
151
 
@@ -106,24 +155,32 @@ export class Vec4 {
106
155
  * @returns {Vec4} this
107
156
  */
108
157
  addInPlace(v) {
109
- this.data[0] += v.data[0];
110
- this.data[1] += v.data[1];
111
- this.data[2] += v.data[2];
112
- this.data[3] += v.data[3];
158
+ this._x += v._x;
159
+ this._y += v._y;
160
+ this._z += v._z;
161
+ this._w += v._w;
113
162
  return this;
114
163
  }
115
164
 
116
165
  /**
117
- * Subtract another vector (immutable)
166
+ * Subtract another vector (immutable unless target provided)
118
167
  * @param {Vec4} v
119
- * @returns {Vec4} New vector
120
- */
121
- sub(v) {
168
+ * @param {Vec4} [target=null] - Optional target vector
169
+ * @returns {Vec4} New vector or target
170
+ */
171
+ sub(v, target = null) {
172
+ if (target) {
173
+ target._x = this._x - v._x;
174
+ target._y = this._y - v._y;
175
+ target._z = this._z - v._z;
176
+ target._w = this._w - v._w;
177
+ return target;
178
+ }
122
179
  return new Vec4(
123
- this.x - v.x,
124
- this.y - v.y,
125
- this.z - v.z,
126
- this.w - v.w
180
+ this._x - v._x,
181
+ this._y - v._y,
182
+ this._z - v._z,
183
+ this._w - v._w
127
184
  );
128
185
  }
129
186
 
@@ -133,24 +190,32 @@ export class Vec4 {
133
190
  * @returns {Vec4} this
134
191
  */
135
192
  subInPlace(v) {
136
- this.data[0] -= v.data[0];
137
- this.data[1] -= v.data[1];
138
- this.data[2] -= v.data[2];
139
- this.data[3] -= v.data[3];
193
+ this._x -= v._x;
194
+ this._y -= v._y;
195
+ this._z -= v._z;
196
+ this._w -= v._w;
140
197
  return this;
141
198
  }
142
199
 
143
200
  /**
144
- * Multiply by scalar (immutable)
201
+ * Multiply by scalar (immutable unless target provided)
145
202
  * @param {number} s
146
- * @returns {Vec4} New vector
147
- */
148
- scale(s) {
203
+ * @param {Vec4} [target=null] - Optional target vector
204
+ * @returns {Vec4} New vector or target
205
+ */
206
+ scale(s, target = null) {
207
+ if (target) {
208
+ target._x = this._x * s;
209
+ target._y = this._y * s;
210
+ target._z = this._z * s;
211
+ target._w = this._w * s;
212
+ return target;
213
+ }
149
214
  return new Vec4(
150
- this.x * s,
151
- this.y * s,
152
- this.z * s,
153
- this.w * s
215
+ this._x * s,
216
+ this._y * s,
217
+ this._z * s,
218
+ this._w * s
154
219
  );
155
220
  }
156
221
 
@@ -160,33 +225,49 @@ export class Vec4 {
160
225
  * @returns {Vec4} this
161
226
  */
162
227
  scaleInPlace(s) {
163
- this.data[0] *= s;
164
- this.data[1] *= s;
165
- this.data[2] *= s;
166
- this.data[3] *= s;
228
+ this._x *= s;
229
+ this._y *= s;
230
+ this._z *= s;
231
+ this._w *= s;
167
232
  return this;
168
233
  }
169
234
 
170
235
  /**
171
236
  * Component-wise multiply (Hadamard product)
172
237
  * @param {Vec4} v
173
- * @returns {Vec4} New vector
174
- */
175
- multiply(v) {
238
+ * @param {Vec4} [target=null] - Optional target vector
239
+ * @returns {Vec4} New vector or target
240
+ */
241
+ multiply(v, target = null) {
242
+ if (target) {
243
+ target._x = this._x * v._x;
244
+ target._y = this._y * v._y;
245
+ target._z = this._z * v._z;
246
+ target._w = this._w * v._w;
247
+ return target;
248
+ }
176
249
  return new Vec4(
177
- this.x * v.x,
178
- this.y * v.y,
179
- this.z * v.z,
180
- this.w * v.w
250
+ this._x * v._x,
251
+ this._y * v._y,
252
+ this._z * v._z,
253
+ this._w * v._w
181
254
  );
182
255
  }
183
256
 
184
257
  /**
185
- * Negate vector (immutable)
186
- * @returns {Vec4} New vector
258
+ * Negate vector (immutable unless target provided)
259
+ * @param {Vec4} [target=null] - Optional target vector
260
+ * @returns {Vec4} New vector or target
187
261
  */
188
- negate() {
189
- return new Vec4(-this.x, -this.y, -this.z, -this.w);
262
+ negate(target = null) {
263
+ if (target) {
264
+ target._x = -this._x;
265
+ target._y = -this._y;
266
+ target._z = -this._z;
267
+ target._w = -this._w;
268
+ return target;
269
+ }
270
+ return new Vec4(-this._x, -this._y, -this._z, -this._w);
190
271
  }
191
272
 
192
273
  /**
@@ -194,10 +275,10 @@ export class Vec4 {
194
275
  * @returns {Vec4} this
195
276
  */
196
277
  negateInPlace() {
197
- this.data[0] = -this.data[0];
198
- this.data[1] = -this.data[1];
199
- this.data[2] = -this.data[2];
200
- this.data[3] = -this.data[3];
278
+ this._x = -this._x;
279
+ this._y = -this._y;
280
+ this._z = -this._z;
281
+ this._w = -this._w;
201
282
  return this;
202
283
  }
203
284
 
@@ -207,7 +288,7 @@ export class Vec4 {
207
288
  * @returns {number}
208
289
  */
209
290
  dot(v) {
210
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
291
+ return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
211
292
  }
212
293
 
213
294
  /**
@@ -215,7 +296,7 @@ export class Vec4 {
215
296
  * @returns {number}
216
297
  */
217
298
  lengthSquared() {
218
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
299
+ return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
219
300
  }
220
301
 
221
302
  /**
@@ -245,15 +326,23 @@ export class Vec4 {
245
326
  }
246
327
 
247
328
  /**
248
- * Normalize to unit length (immutable)
249
- * @returns {Vec4} New normalized vector
329
+ * Normalize to unit length (immutable unless target provided)
330
+ * @param {Vec4} [target=null] - Optional target vector
331
+ * @returns {Vec4} New normalized vector or target
250
332
  */
251
- normalize() {
333
+ normalize(target = null) {
252
334
  const len = this.length();
253
335
  if (len < 1e-10) {
336
+ if (target) {
337
+ target._x = 0;
338
+ target._y = 0;
339
+ target._z = 0;
340
+ target._w = 0;
341
+ return target;
342
+ }
254
343
  return new Vec4(0, 0, 0, 0);
255
344
  }
256
- return this.scale(1 / len);
345
+ return this.scale(1 / len, target);
257
346
  }
258
347
 
259
348
  /**
@@ -273,14 +362,22 @@ export class Vec4 {
273
362
  * Linear interpolation to another vector
274
363
  * @param {Vec4} v - Target vector
275
364
  * @param {number} t - Interpolation factor (0-1)
276
- * @returns {Vec4} New interpolated vector
277
- */
278
- lerp(v, t) {
365
+ * @param {Vec4} [target=null] - Optional target vector
366
+ * @returns {Vec4} New interpolated vector or target
367
+ */
368
+ lerp(v, t, target = null) {
369
+ if (target) {
370
+ target._x = this._x + (v._x - this._x) * t;
371
+ target._y = this._y + (v._y - this._y) * t;
372
+ target._z = this._z + (v._z - this._z) * t;
373
+ target._w = this._w + (v._w - this._w) * t;
374
+ return target;
375
+ }
279
376
  return new Vec4(
280
- this.x + (v.x - this.x) * t,
281
- this.y + (v.y - this.y) * t,
282
- this.z + (v.z - this.z) * t,
283
- this.w + (v.w - this.w) * t
377
+ this._x + (v._x - this._x) * t,
378
+ this._y + (v._y - this._y) * t,
379
+ this._z + (v._z - this._z) * t,
380
+ this._w + (v._w - this._w) * t
284
381
  );
285
382
  }
286
383
 
@@ -292,10 +389,10 @@ export class Vec4 {
292
389
  */
293
390
  equals(v, epsilon = 1e-6) {
294
391
  return (
295
- Math.abs(this.x - v.x) < epsilon &&
296
- Math.abs(this.y - v.y) < epsilon &&
297
- Math.abs(this.z - v.z) < epsilon &&
298
- Math.abs(this.w - v.w) < epsilon
392
+ Math.abs(this._x - v._x) < epsilon &&
393
+ Math.abs(this._y - v._y) < epsilon &&
394
+ Math.abs(this._z - v._z) < epsilon &&
395
+ Math.abs(this._w - v._w) < epsilon
299
396
  );
300
397
  }
301
398
 
@@ -321,10 +418,10 @@ export class Vec4 {
321
418
  d = options.distance ?? options.d ?? 2;
322
419
  }
323
420
  const epsilon = options.epsilon ?? 1e-5;
324
- const denom = d - this.w;
421
+ const denom = d - this._w;
325
422
  const clamped = Math.abs(denom) < epsilon ? (denom >= 0 ? epsilon : -epsilon) : denom;
326
423
  const scale = 1 / clamped;
327
- return new Vec4(this.x * scale, this.y * scale, this.z * scale, 0);
424
+ return new Vec4(this._x * scale, this._y * scale, this._z * scale, 0);
328
425
  }
329
426
 
330
427
  /**
@@ -335,10 +432,10 @@ export class Vec4 {
335
432
  */
336
433
  projectStereographic(options = {}) {
337
434
  const epsilon = options.epsilon ?? 1e-5;
338
- const denom = 1 - this.w;
435
+ const denom = 1 - this._w;
339
436
  const clamped = Math.abs(denom) < epsilon ? (denom >= 0 ? epsilon : -epsilon) : denom;
340
437
  const scale = 1 / clamped;
341
- return new Vec4(this.x * scale, this.y * scale, this.z * scale, 0);
438
+ return new Vec4(this._x * scale, this._y * scale, this._z * scale, 0);
342
439
  }
343
440
 
344
441
  /**
@@ -347,7 +444,7 @@ export class Vec4 {
347
444
  * @returns {Vec4} Projected point (w component is 0)
348
445
  */
349
446
  projectOrthographic() {
350
- return new Vec4(this.x, this.y, this.z, 0);
447
+ return new Vec4(this._x, this._y, this._z, 0);
351
448
  }
352
449
 
353
450
  /**
@@ -355,7 +452,7 @@ export class Vec4 {
355
452
  * @returns {number[]}
356
453
  */
357
454
  toArray() {
358
- return [this.x, this.y, this.z, this.w];
455
+ return [this._x, this._y, this._z, this._w];
359
456
  }
360
457
 
361
458
  /**
@@ -363,7 +460,7 @@ export class Vec4 {
363
460
  * @returns {Float32Array}
364
461
  */
365
462
  toFloat32Array() {
366
- return new Float32Array(this.data);
463
+ return new Float32Array([this._x, this._y, this._z, this._w]);
367
464
  }
368
465
 
369
466
  /**
@@ -371,7 +468,7 @@ export class Vec4 {
371
468
  * @returns {number[]}
372
469
  */
373
470
  toArray3() {
374
- return [this.x, this.y, this.z];
471
+ return [this._x, this._y, this._z];
375
472
  }
376
473
 
377
474
  /**
@@ -380,7 +477,7 @@ export class Vec4 {
380
477
  * @returns {string}
381
478
  */
382
479
  toString(precision = 3) {
383
- return `Vec4(${this.x.toFixed(precision)}, ${this.y.toFixed(precision)}, ${this.z.toFixed(precision)}, ${this.w.toFixed(precision)})`;
480
+ return `Vec4(${this._x.toFixed(precision)}, ${this._y.toFixed(precision)}, ${this._z.toFixed(precision)}, ${this._w.toFixed(precision)})`;
384
481
  }
385
482
 
386
483
  /**
@@ -388,7 +485,7 @@ export class Vec4 {
388
485
  * @returns {object}
389
486
  */
390
487
  toJSON() {
391
- return { x: this.x, y: this.y, z: this.z, w: this.w };
488
+ return { x: this._x, y: this._y, z: this._z, w: this._w };
392
489
  }
393
490
 
394
491
  // Static factory methods for common vectors
@@ -500,29 +500,74 @@ export class Node4D {
500
500
  * @private
501
501
  */
502
502
  _updateLocalMatrix() {
503
- // Start with identity
504
- this._localMatrix = Mat4x4.identity();
503
+ // Ensure matrix exists
504
+ if (!this._localMatrix) {
505
+ this._localMatrix = new Mat4x4();
506
+ }
507
+
508
+ const m = this._localMatrix.data;
509
+ const s = this._scale;
510
+ const p = this._position;
511
+
512
+ // 1. Write rotation directly to local matrix (No allocation)
513
+ this._rotation.toMatrix(m);
514
+
515
+ // 2. Apply scale (Diagonal matrix multiplication on the right)
516
+ // M = M * S
517
+ // Columns of M are scaled by s.x, s.y, s.z, s.w
518
+
519
+ // Col 0
520
+ m[0] *= s.x; m[1] *= s.x; m[2] *= s.x; m[3] *= s.x;
521
+ // Col 1
522
+ m[4] *= s.y; m[5] *= s.y; m[6] *= s.y; m[7] *= s.y;
523
+ // Col 2
524
+ m[8] *= s.z; m[9] *= s.z; m[10] *= s.z; m[11] *= s.z;
525
+ // Col 3
526
+ m[12] *= s.w; m[13] *= s.w; m[14] *= s.w; m[15] *= s.w;
527
+
528
+ // 3. Apply translation (Matrix multiplication on the left)
529
+ // M = T * M
530
+ // T is standard 3D translation:
531
+ // [ 1 0 0 px ]
532
+ // [ 0 1 0 py ]
533
+ // [ 0 0 1 pz ]
534
+ // [ 0 0 0 1 ]
535
+ //
536
+ // Row 0 += px * Row 3
537
+ // Row 1 += py * Row 3
538
+ // Row 2 += pz * Row 3
539
+
540
+ const px = p.x;
541
+ const py = p.y;
542
+ const pz = p.z;
543
+
544
+ // Row 3 elements of M (which are used in the calculation)
545
+ const m3 = m[3];
546
+ const m7 = m[7];
547
+ const m11 = m[11];
548
+ const m15 = m[15];
549
+
550
+ if (px !== 0) {
551
+ m[0] += px * m3;
552
+ m[4] += px * m7;
553
+ m[8] += px * m11;
554
+ m[12] += px * m15;
555
+ }
556
+
557
+ if (py !== 0) {
558
+ m[1] += py * m3;
559
+ m[5] += py * m7;
560
+ m[9] += py * m11;
561
+ m[13] += py * m15;
562
+ }
563
+
564
+ if (pz !== 0) {
565
+ m[2] += pz * m3;
566
+ m[6] += pz * m7;
567
+ m[10] += pz * m11;
568
+ m[14] += pz * m15;
569
+ }
505
570
 
506
- // Apply scale
507
- const scaleMatrix = Mat4x4.identity();
508
- scaleMatrix.set(0, 0, this._scale.x);
509
- scaleMatrix.set(1, 1, this._scale.y);
510
- scaleMatrix.set(2, 2, this._scale.z);
511
- scaleMatrix.set(3, 3, this._scale.w);
512
-
513
- // Apply rotation (toMatrix returns Float32Array, wrap in Mat4x4)
514
- const rotationMatrix = new Mat4x4(this._rotation.toMatrix());
515
-
516
- // Apply translation (in 4D, translation is stored in last column, keep [3,3]=1)
517
- const translationMatrix = Mat4x4.identity();
518
- translationMatrix.set(0, 3, this._position.x);
519
- translationMatrix.set(1, 3, this._position.y);
520
- translationMatrix.set(2, 3, this._position.z);
521
- // Note: position.w is the 4th spatial coordinate, handled separately
522
- // Matrix[3,3] must remain 1 for proper transformation
523
-
524
- // Compose: T * R * S
525
- this._localMatrix = translationMatrix.multiply(rotationMatrix).multiply(scaleMatrix);
526
571
  this._localDirty = false;
527
572
  }
528
573
 
@@ -535,10 +580,15 @@ export class Node4D {
535
580
  this._updateLocalMatrix();
536
581
  }
537
582
 
583
+ // Ensure matrix exists
584
+ if (!this._worldMatrix) {
585
+ this._worldMatrix = new Mat4x4();
586
+ }
587
+
538
588
  if (this._parent) {
539
- this._worldMatrix = this._parent.worldMatrix.multiply(this._localMatrix);
589
+ this._parent.worldMatrix.multiply(this._localMatrix, this._worldMatrix);
540
590
  } else {
541
- this._worldMatrix = this._localMatrix.clone();
591
+ this._worldMatrix.copy(this._localMatrix);
542
592
  }
543
593
 
544
594
  this._worldDirty = false;