@vib3code/sdk 2.0.3-canary.60bc0f0 → 2.0.3-canary.69d53b3

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Files changed (89) 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 +4 -2
  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 +4 -2
  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 +121 -38
  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 -0
  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 +110 -0
  52. package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +310 -0
  53. package/DOCS/dev-tracks/README.md +2 -0
  54. package/docs/webgpu-live.html +1 -1
  55. package/package.json +1 -1
  56. package/src/agent/mcp/MCPServer.js +195 -136
  57. package/src/agent/mcp/tools.js +45 -32
  58. package/src/experimental/GameLoop.js +72 -0
  59. package/src/experimental/LatticePhysics.js +100 -0
  60. package/src/experimental/LiveDirector.js +143 -0
  61. package/src/experimental/PlayerController4D.js +154 -0
  62. package/src/experimental/VIB3Actor.js +138 -0
  63. package/src/experimental/VIB3Compositor.js +117 -0
  64. package/src/experimental/VIB3Link.js +122 -0
  65. package/src/experimental/VIB3Orchestrator.js +146 -0
  66. package/src/experimental/VIB3Universe.js +109 -0
  67. package/src/experimental/demos/CrystalLabyrinth.js +202 -0
  68. package/src/faceted/FacetedSystem.js +19 -6
  69. package/src/geometry/generators/Crystal.js +2 -2
  70. package/src/holograms/HolographicVisualizer.js +58 -89
  71. package/src/math/Mat4x4.js +238 -92
  72. package/src/math/Rotor4D.js +124 -40
  73. package/src/math/Vec4.js +200 -103
  74. package/src/quantum/QuantumVisualizer.js +24 -20
  75. package/src/render/ShaderLoader.js +38 -0
  76. package/src/render/ShaderProgram.js +4 -4
  77. package/src/render/UnifiedRenderBridge.js +1 -1
  78. package/src/render/backends/WebGPUBackend.js +8 -4
  79. package/src/scene/Node4D.js +74 -24
  80. package/src/shaders/common/geometry24.glsl +65 -0
  81. package/src/shaders/common/geometry24.wgsl +54 -0
  82. package/src/shaders/common/rotation4d.glsl +4 -4
  83. package/src/shaders/common/rotation4d.wgsl +2 -2
  84. package/src/shaders/common/uniforms.wgsl +15 -8
  85. package/src/shaders/faceted/faceted.frag.wgsl +19 -6
  86. package/src/shaders/holographic/holographic.frag.wgsl +7 -5
  87. package/src/shaders/quantum/quantum.frag.wgsl +7 -5
  88. package/src/ui/adaptive/renderers/webgpu/WebGPURenderer.ts +2 -2
  89. package/tools/shader-sync-verify.js +6 -4
@@ -18,6 +18,12 @@
18
18
  import { Vec4 } from './Vec4.js';
19
19
 
20
20
  export class Mat4x4 {
21
+ /**
22
+ * Internal token to skip initialization during construction
23
+ * @private
24
+ */
25
+ static UNINITIALIZED = {};
26
+
21
27
  /**
22
28
  * Create a new 4x4 matrix
23
29
  * Default is identity matrix
@@ -26,6 +32,8 @@ export class Mat4x4 {
26
32
  constructor(elements = null) {
27
33
  this.data = new Float32Array(16);
28
34
 
35
+ if (elements === Mat4x4.UNINITIALIZED) return;
36
+
29
37
  if (elements) {
30
38
  if (elements.length !== 16) {
31
39
  throw new Error('Mat4x4 requires exactly 16 elements');
@@ -45,12 +53,7 @@ export class Mat4x4 {
45
53
  * @returns {Mat4x4}
46
54
  */
47
55
  static identity() {
48
- return new Mat4x4([
49
- 1, 0, 0, 0,
50
- 0, 1, 0, 0,
51
- 0, 0, 1, 0,
52
- 0, 0, 0, 1
53
- ]);
56
+ return new Mat4x4();
54
57
  }
55
58
 
56
59
  /**
@@ -58,7 +61,7 @@ export class Mat4x4 {
58
61
  * @returns {Mat4x4}
59
62
  */
60
63
  static zero() {
61
- return new Mat4x4(new Float32Array(16));
64
+ return new Mat4x4(Mat4x4.UNINITIALIZED);
62
65
  }
63
66
 
64
67
  /**
@@ -157,10 +160,11 @@ export class Mat4x4 {
157
160
  /**
158
161
  * Multiply two matrices
159
162
  * @param {Mat4x4} m - Right operand
163
+ * @param {Mat4x4} [target=null] - Optional target matrix to store result
160
164
  * @returns {Mat4x4} New matrix = this * m
161
165
  */
162
- multiply(m) {
163
- const out = new Mat4x4();
166
+ multiply(m, target = null) {
167
+ const out = target || new Mat4x4(Mat4x4.UNINITIALIZED);
164
168
  const r = out.data;
165
169
  const a = this.data;
166
170
  const b = m.data;
@@ -259,16 +263,22 @@ export class Mat4x4 {
259
263
  /**
260
264
  * Transform a Vec4 by this matrix
261
265
  * @param {Vec4} v
266
+ * @param {Vec4} [target=null] - Optional target vector to store result
262
267
  * @returns {Vec4} Transformed vector
263
268
  */
264
- multiplyVec4(v) {
269
+ multiplyVec4(v, target = null) {
265
270
  const m = this.data;
266
- return new Vec4(
267
- m[0] * v.x + m[4] * v.y + m[8] * v.z + m[12] * v.w,
268
- m[1] * v.x + m[5] * v.y + m[9] * v.z + m[13] * v.w,
269
- m[2] * v.x + m[6] * v.y + m[10] * v.z + m[14] * v.w,
270
- m[3] * v.x + m[7] * v.y + m[11] * v.z + m[15] * v.w
271
- );
271
+ const out = target || new Vec4();
272
+
273
+ // Cache components to support aliasing (target === v)
274
+ const x = v.x, y = v.y, z = v.z, w = v.w;
275
+
276
+ out.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
277
+ out.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
278
+ out.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
279
+ out.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
280
+
281
+ return out;
272
282
  }
273
283
 
274
284
  /**
@@ -310,27 +320,36 @@ export class Mat4x4 {
310
320
  /**
311
321
  * Add another matrix
312
322
  * @param {Mat4x4} m
323
+ * @param {Mat4x4} [target=null] - Optional target matrix
313
324
  * @returns {Mat4x4} New matrix
314
325
  */
315
- add(m) {
316
- const result = new Float32Array(16);
326
+ add(m, target = null) {
327
+ const out = target || new Mat4x4(Mat4x4.UNINITIALIZED);
328
+ const r = out.data;
329
+ const a = this.data;
330
+ const b = m.data;
331
+
317
332
  for (let i = 0; i < 16; i++) {
318
- result[i] = this.data[i] + m.data[i];
333
+ r[i] = a[i] + b[i];
319
334
  }
320
- return new Mat4x4(result);
335
+ return out;
321
336
  }
322
337
 
323
338
  /**
324
339
  * Multiply by scalar
325
340
  * @param {number} s
341
+ * @param {Mat4x4} [target=null] - Optional target matrix
326
342
  * @returns {Mat4x4} New matrix
327
343
  */
328
- scale(s) {
329
- const result = new Float32Array(16);
344
+ scale(s, target = null) {
345
+ const out = target || new Mat4x4(Mat4x4.UNINITIALIZED);
346
+ const r = out.data;
347
+ const a = this.data;
348
+
330
349
  for (let i = 0; i < 16; i++) {
331
- result[i] = this.data[i] * s;
350
+ r[i] = a[i] * s;
332
351
  }
333
- return new Mat4x4(result);
352
+ return out;
334
353
  }
335
354
 
336
355
  /**
@@ -339,12 +358,13 @@ export class Mat4x4 {
339
358
  */
340
359
  transpose() {
341
360
  const m = this.data;
342
- return new Mat4x4([
343
- m[0], m[4], m[8], m[12],
344
- m[1], m[5], m[9], m[13],
345
- m[2], m[6], m[10], m[14],
346
- m[3], m[7], m[11], m[15]
347
- ]);
361
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
362
+ const r = out.data;
363
+ r[0] = m[0]; r[4] = m[1]; r[8] = m[2]; r[12] = m[3];
364
+ r[1] = m[4]; r[5] = m[5]; r[9] = m[6]; r[13] = m[7];
365
+ r[2] = m[8]; r[6] = m[9]; r[10] = m[10]; r[14] = m[11];
366
+ r[3] = m[12]; r[7] = m[13]; r[11] = m[14]; r[15] = m[15];
367
+ return out;
348
368
  }
349
369
 
350
370
  /**
@@ -399,7 +419,8 @@ export class Mat4x4 {
399
419
  */
400
420
  inverse() {
401
421
  const m = this.data;
402
- const inv = new Float32Array(16);
422
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
423
+ const inv = out.data;
403
424
 
404
425
  inv[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] +
405
426
  m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10];
@@ -460,7 +481,7 @@ export class Mat4x4 {
460
481
  inv[i] *= invDet;
461
482
  }
462
483
 
463
- return new Mat4x4(inv);
484
+ return out;
464
485
  }
465
486
 
466
487
  /**
@@ -547,6 +568,122 @@ export class Mat4x4 {
547
568
  return new Mat4x4(json.data);
548
569
  }
549
570
 
571
+ // ========== IN-PLACE ROTATIONS ==========
572
+
573
+ /**
574
+ * Rotate in XY plane in place
575
+ * @param {number} angle
576
+ * @returns {Mat4x4} this
577
+ */
578
+ rotateXY(angle) {
579
+ const c = Math.cos(angle);
580
+ const s = Math.sin(angle);
581
+ const m = this.data;
582
+
583
+ for (let i = 0; i < 4; i++) {
584
+ const a0 = m[i]; // Col 0
585
+ const a1 = m[i + 4]; // Col 1
586
+ m[i] = a0 * c + a1 * s;
587
+ m[i + 4] = -a0 * s + a1 * c;
588
+ }
589
+ return this;
590
+ }
591
+
592
+ /**
593
+ * Rotate in XZ plane in place
594
+ * @param {number} angle
595
+ * @returns {Mat4x4} this
596
+ */
597
+ rotateXZ(angle) {
598
+ const c = Math.cos(angle);
599
+ const s = Math.sin(angle);
600
+ const m = this.data;
601
+
602
+ for (let i = 0; i < 4; i++) {
603
+ const a0 = m[i]; // Col 0
604
+ const a2 = m[i + 8]; // Col 2
605
+ m[i] = a0 * c - a2 * s;
606
+ m[i + 8] = a0 * s + a2 * c;
607
+ }
608
+ return this;
609
+ }
610
+
611
+ /**
612
+ * Rotate in YZ plane in place
613
+ * @param {number} angle
614
+ * @returns {Mat4x4} this
615
+ */
616
+ rotateYZ(angle) {
617
+ const c = Math.cos(angle);
618
+ const s = Math.sin(angle);
619
+ const m = this.data;
620
+
621
+ for (let i = 0; i < 4; i++) {
622
+ const a1 = m[i + 4]; // Col 1
623
+ const a2 = m[i + 8]; // Col 2
624
+ m[i + 4] = a1 * c + a2 * s;
625
+ m[i + 8] = -a1 * s + a2 * c;
626
+ }
627
+ return this;
628
+ }
629
+
630
+ /**
631
+ * Rotate in XW plane in place
632
+ * @param {number} angle
633
+ * @returns {Mat4x4} this
634
+ */
635
+ rotateXW(angle) {
636
+ const c = Math.cos(angle);
637
+ const s = Math.sin(angle);
638
+ const m = this.data;
639
+
640
+ for (let i = 0; i < 4; i++) {
641
+ const a0 = m[i]; // Col 0
642
+ const a3 = m[i + 12]; // Col 3
643
+ m[i] = a0 * c + a3 * s;
644
+ m[i + 12] = -a0 * s + a3 * c;
645
+ }
646
+ return this;
647
+ }
648
+
649
+ /**
650
+ * Rotate in YW plane in place
651
+ * @param {number} angle
652
+ * @returns {Mat4x4} this
653
+ */
654
+ rotateYW(angle) {
655
+ const c = Math.cos(angle);
656
+ const s = Math.sin(angle);
657
+ const m = this.data;
658
+
659
+ for (let i = 0; i < 4; i++) {
660
+ const a1 = m[i + 4]; // Col 1
661
+ const a3 = m[i + 12]; // Col 3
662
+ m[i + 4] = a1 * c + a3 * s;
663
+ m[i + 12] = -a1 * s + a3 * c;
664
+ }
665
+ return this;
666
+ }
667
+
668
+ /**
669
+ * Rotate in ZW plane in place
670
+ * @param {number} angle
671
+ * @returns {Mat4x4} this
672
+ */
673
+ rotateZW(angle) {
674
+ const c = Math.cos(angle);
675
+ const s = Math.sin(angle);
676
+ const m = this.data;
677
+
678
+ for (let i = 0; i < 4; i++) {
679
+ const a2 = m[i + 8]; // Col 2
680
+ const a3 = m[i + 12]; // Col 3
681
+ m[i + 8] = a2 * c + a3 * s;
682
+ m[i + 12] = -a2 * s + a3 * c;
683
+ }
684
+ return this;
685
+ }
686
+
550
687
  // ========== ROTATION MATRICES FOR ALL 6 PLANES ==========
551
688
 
552
689
  /**
@@ -557,12 +694,13 @@ export class Mat4x4 {
557
694
  static rotationXY(angle) {
558
695
  const c = Math.cos(angle);
559
696
  const s = Math.sin(angle);
560
- return new Mat4x4([
561
- c, s, 0, 0,
562
- -s, c, 0, 0,
563
- 0, 0, 1, 0,
564
- 0, 0, 0, 1
565
- ]);
697
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
698
+ const r = out.data;
699
+ r[0] = c; r[1] = s;
700
+ r[4] = -s; r[5] = c;
701
+ r[10] = 1;
702
+ r[15] = 1;
703
+ return out;
566
704
  }
567
705
 
568
706
  /**
@@ -573,12 +711,13 @@ export class Mat4x4 {
573
711
  static rotationXZ(angle) {
574
712
  const c = Math.cos(angle);
575
713
  const s = Math.sin(angle);
576
- return new Mat4x4([
577
- c, 0, -s, 0,
578
- 0, 1, 0, 0,
579
- s, 0, c, 0,
580
- 0, 0, 0, 1
581
- ]);
714
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
715
+ const r = out.data;
716
+ r[0] = c; r[2] = -s;
717
+ r[5] = 1;
718
+ r[8] = s; r[10] = c;
719
+ r[15] = 1;
720
+ return out;
582
721
  }
583
722
 
584
723
  /**
@@ -589,12 +728,13 @@ export class Mat4x4 {
589
728
  static rotationYZ(angle) {
590
729
  const c = Math.cos(angle);
591
730
  const s = Math.sin(angle);
592
- return new Mat4x4([
593
- 1, 0, 0, 0,
594
- 0, c, s, 0,
595
- 0, -s, c, 0,
596
- 0, 0, 0, 1
597
- ]);
731
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
732
+ const r = out.data;
733
+ r[0] = 1;
734
+ r[5] = c; r[6] = s;
735
+ r[9] = -s; r[10] = c;
736
+ r[15] = 1;
737
+ return out;
598
738
  }
599
739
 
600
740
  /**
@@ -606,12 +746,13 @@ export class Mat4x4 {
606
746
  static rotationXW(angle) {
607
747
  const c = Math.cos(angle);
608
748
  const s = Math.sin(angle);
609
- return new Mat4x4([
610
- c, 0, 0, s,
611
- 0, 1, 0, 0,
612
- 0, 0, 1, 0,
613
- -s, 0, 0, c
614
- ]);
749
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
750
+ const r = out.data;
751
+ r[0] = c; r[3] = s;
752
+ r[5] = 1;
753
+ r[10] = 1;
754
+ r[12] = -s; r[15] = c;
755
+ return out;
615
756
  }
616
757
 
617
758
  /**
@@ -622,12 +763,13 @@ export class Mat4x4 {
622
763
  static rotationYW(angle) {
623
764
  const c = Math.cos(angle);
624
765
  const s = Math.sin(angle);
625
- return new Mat4x4([
626
- 1, 0, 0, 0,
627
- 0, c, 0, s,
628
- 0, 0, 1, 0,
629
- 0, -s, 0, c
630
- ]);
766
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
767
+ const r = out.data;
768
+ r[0] = 1;
769
+ r[5] = c; r[7] = s;
770
+ r[10] = 1;
771
+ r[13] = -s; r[15] = c;
772
+ return out;
631
773
  }
632
774
 
633
775
  /**
@@ -638,12 +780,13 @@ export class Mat4x4 {
638
780
  static rotationZW(angle) {
639
781
  const c = Math.cos(angle);
640
782
  const s = Math.sin(angle);
641
- return new Mat4x4([
642
- 1, 0, 0, 0,
643
- 0, 1, 0, 0,
644
- 0, 0, c, s,
645
- 0, 0, -s, c
646
- ]);
783
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
784
+ const r = out.data;
785
+ r[0] = 1;
786
+ r[5] = 1;
787
+ r[10] = c; r[11] = s;
788
+ r[14] = -s; r[15] = c;
789
+ return out;
647
790
  }
648
791
 
649
792
  /**
@@ -681,12 +824,12 @@ export class Mat4x4 {
681
824
  static rotationFromAngles(angles) {
682
825
  let result = Mat4x4.identity();
683
826
 
684
- if (angles.xy) result = result.multiply(Mat4x4.rotationXY(angles.xy));
685
- if (angles.xz) result = result.multiply(Mat4x4.rotationXZ(angles.xz));
686
- if (angles.yz) result = result.multiply(Mat4x4.rotationYZ(angles.yz));
687
- if (angles.xw) result = result.multiply(Mat4x4.rotationXW(angles.xw));
688
- if (angles.yw) result = result.multiply(Mat4x4.rotationYW(angles.yw));
689
- if (angles.zw) result = result.multiply(Mat4x4.rotationZW(angles.zw));
827
+ if (angles.xy) result.rotateXY(angles.xy);
828
+ if (angles.xz) result.rotateXZ(angles.xz);
829
+ if (angles.yz) result.rotateYZ(angles.yz);
830
+ if (angles.xw) result.rotateXW(angles.xw);
831
+ if (angles.yw) result.rotateYW(angles.yw);
832
+ if (angles.zw) result.rotateZW(angles.zw);
690
833
 
691
834
  return result;
692
835
  }
@@ -715,12 +858,13 @@ export class Mat4x4 {
715
858
  * @returns {Mat4x4}
716
859
  */
717
860
  static uniformScale(s) {
718
- return new Mat4x4([
719
- s, 0, 0, 0,
720
- 0, s, 0, 0,
721
- 0, 0, s, 0,
722
- 0, 0, 0, s
723
- ]);
861
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
862
+ const r = out.data;
863
+ r[0] = s;
864
+ r[5] = s;
865
+ r[10] = s;
866
+ r[15] = s;
867
+ return out;
724
868
  }
725
869
 
726
870
  /**
@@ -732,12 +876,13 @@ export class Mat4x4 {
732
876
  * @returns {Mat4x4}
733
877
  */
734
878
  static scale(sx, sy, sz, sw = 1) {
735
- return new Mat4x4([
736
- sx, 0, 0, 0,
737
- 0, sy, 0, 0,
738
- 0, 0, sz, 0,
739
- 0, 0, 0, sw
740
- ]);
879
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
880
+ const r = out.data;
881
+ r[0] = sx;
882
+ r[5] = sy;
883
+ r[10] = sz;
884
+ r[15] = sw;
885
+ return out;
741
886
  }
742
887
 
743
888
  /**
@@ -753,12 +898,13 @@ export class Mat4x4 {
753
898
  static translation(tx, ty, tz, tw = 0) {
754
899
  // For true 4D translation, you need 5D homogeneous coordinates
755
900
  // This is a placeholder that adds the translation to the W column
756
- return new Mat4x4([
757
- 1, 0, 0, 0,
758
- 0, 1, 0, 0,
759
- 0, 0, 1, 0,
760
- tx, ty, tz, 1 + tw
761
- ]);
901
+ const out = new Mat4x4(Mat4x4.UNINITIALIZED);
902
+ const r = out.data;
903
+ r[0] = 1;
904
+ r[5] = 1;
905
+ r[10] = 1;
906
+ r[12] = tx; r[13] = ty; r[14] = tz; r[15] = 1 + tw;
907
+ return out;
762
908
  }
763
909
  }
764
910
 
@@ -323,61 +323,116 @@ export class Rotor4D {
323
323
  /**
324
324
  * Rotate a 4D vector using sandwich product: v' = R v R†
325
325
  *
326
+ * Matrix math is inlined to avoid allocating a temporary Float32Array(16).
327
+ * Pass an optional target Vec4 to eliminate all allocations.
328
+ *
326
329
  * @param {Vec4} v - Vector to rotate
327
- * @returns {Vec4} Rotated vector
330
+ * @param {Vec4} [target] - Optional pre-allocated Vec4 to write result into
331
+ * @returns {Vec4} Rotated vector (target if provided, otherwise new Vec4)
328
332
  */
329
- rotate(v) {
330
- // For efficiency, we expand the sandwich product directly
331
- // rather than doing two rotor multiplications
332
-
333
+ rotate(v, target) {
333
334
  const x = v.x, y = v.y, z = v.z, w = v.w;
334
335
 
335
- // Compute R v (rotor times vector)
336
- // Vector in GA is: x*e1 + y*e2 + z*e3 + w*e4
337
- // This produces a mixed multivector
338
-
339
- // Then multiply by R† (reverse of rotor)
340
- // Extract the vector part of the result
336
+ // Normalize for numerical stability (same as toMatrix)
337
+ const n = this.norm();
338
+ const invN = n > 1e-10 ? 1 / n : 1;
341
339
 
342
- // Pre-compute some common terms
343
- const s = this.s;
344
- const xy = this.xy, xz = this.xz, yz = this.yz;
345
- const xw = this.xw, yw = this.yw, zw = this.zw;
346
- const xyzw = this.xyzw;
340
+ const s = this.s * invN;
341
+ const xy = this.xy * invN;
342
+ const xz = this.xz * invN;
343
+ const yz = this.yz * invN;
344
+ const xw = this.xw * invN;
345
+ const yw = this.yw * invN;
346
+ const zw = this.zw * invN;
347
+ const xyzw = this.xyzw * invN;
347
348
 
348
- // Squared terms for the rotation formula
349
+ // Squared terms
349
350
  const s2 = s * s;
350
- const xy2 = xy * xy, xz2 = xz * xz, yz2 = yz * yz;
351
- const xw2 = xw * xw, yw2 = yw * yw, zw2 = zw * zw;
351
+ const xy2 = xy * xy;
352
+ const xz2 = xz * xz;
353
+ const yz2 = yz * yz;
354
+ const xw2 = xw * xw;
355
+ const yw2 = yw * yw;
356
+ const zw2 = zw * zw;
352
357
  const xyzw2 = xyzw * xyzw;
353
358
 
354
- // The full rotation formula derived from R v R†
355
- const newX =
356
- x * (s2 + xy2 + xz2 - yz2 + xw2 - yw2 - zw2 - xyzw2) +
357
- 2 * y * (s * xy + xz * yz + xw * yw - s * xyzw * zw + xy * s - xyzw * zw) +
358
- 2 * z * (s * xz - xy * yz + xw * zw + xyzw * yw) +
359
- 2 * w * (s * xw - xy * yw - xz * zw - xyzw * yz);
360
-
361
- // Simplified rotation using matrix form
362
- // This is equivalent but clearer
363
-
364
- // Actually, let's use the direct matrix multiplication approach
365
- // which is more numerically stable
366
-
367
- const m = this.toMatrix();
368
- return new Vec4(
369
- m[0] * x + m[4] * y + m[8] * z + m[12] * w,
370
- m[1] * x + m[5] * y + m[9] * z + m[13] * w,
371
- m[2] * x + m[6] * y + m[10] * z + m[14] * w,
372
- m[3] * x + m[7] * y + m[11] * z + m[15] * w
373
- );
359
+ // Cross terms (pre-multiplied by 2)
360
+ const sxy = 2 * s * xy;
361
+ const sxz = 2 * s * xz;
362
+ const syz = 2 * s * yz;
363
+ const sxw = 2 * s * xw;
364
+ const syw = 2 * s * yw;
365
+ const szw = 2 * s * zw;
366
+
367
+ const xzyz = 2 * xz * yz;
368
+ const xyyz = 2 * xy * yz;
369
+ const xyxz = 2 * xy * xz;
370
+ const xyxw = 2 * xy * xw;
371
+ const xyyw = 2 * xy * yw;
372
+
373
+ const xzxw = 2 * xz * xw;
374
+ const xzyw = 2 * xz * yw;
375
+ const xzzw = 2 * xz * zw;
376
+
377
+ const yzxw = 2 * yz * xw;
378
+ const yzyw = 2 * yz * yw;
379
+ const yzzw = 2 * yz * zw;
380
+
381
+ const xwyw = 2 * xw * yw;
382
+ const xwzw = 2 * xw * zw;
383
+ const ywzw = 2 * yw * zw;
384
+
385
+ const xyxyzw = 2 * xy * xyzw;
386
+ const xzxyzw = 2 * xz * xyzw;
387
+ const yzxyzw = 2 * yz * xyzw;
388
+ const xwxyzw = 2 * xw * xyzw;
389
+ const ywxyzw = 2 * yw * xyzw;
390
+ const zwxyzw = 2 * zw * xyzw;
391
+
392
+ // Column-major 4x4 rotation matrix entries (inlined from toMatrix)
393
+ // Column 0
394
+ const m0 = s2 - xy2 - xz2 + yz2 - xw2 + yw2 + zw2 - xyzw2;
395
+ const m1 = sxy + xzyz + xwyw - zwxyzw;
396
+ const m2 = sxz - xyyz + xwzw + ywxyzw;
397
+ const m3 = sxw - xyyw - xzzw - yzxyzw;
398
+ // Column 1
399
+ const m4 = -sxy + xzyz + xwyw + zwxyzw;
400
+ const m5 = s2 - xy2 + xz2 - yz2 + xw2 - yw2 + zw2 - xyzw2;
401
+ const m6 = syz + xyxz + ywzw - xwxyzw;
402
+ const m7 = syw + xyxw - yzzw + xzxyzw;
403
+ // Column 2
404
+ const m8 = -sxz - xyyz + xwzw - ywxyzw;
405
+ const m9 = -syz + xyxz + ywzw + xwxyzw;
406
+ const m10 = s2 + xy2 - xz2 - yz2 + xw2 + yw2 - zw2 - xyzw2;
407
+ const m11 = szw + xzxw + yzyw - xyxyzw;
408
+ // Column 3
409
+ const m12 = -sxw - xyyw - xzzw + yzxyzw;
410
+ const m13 = -syw + xyxw - yzzw - xzxyzw;
411
+ const m14 = -szw + xzxw + yzyw + xyxyzw;
412
+ const m15 = s2 + xy2 + xz2 + yz2 - xw2 - yw2 - zw2 - xyzw2;
413
+
414
+ // Matrix-vector multiply
415
+ const rx = m0 * x + m4 * y + m8 * z + m12 * w;
416
+ const ry = m1 * x + m5 * y + m9 * z + m13 * w;
417
+ const rz = m2 * x + m6 * y + m10 * z + m14 * w;
418
+ const rw = m3 * x + m7 * y + m11 * z + m15 * w;
419
+
420
+ if (target) {
421
+ target.x = rx;
422
+ target.y = ry;
423
+ target.z = rz;
424
+ target.w = rw;
425
+ return target;
426
+ }
427
+ return new Vec4(rx, ry, rz, rw);
374
428
  }
375
429
 
376
430
  /**
377
431
  * Convert rotor to 4x4 rotation matrix (column-major for WebGL)
432
+ * @param {Float32Array|Array} [target] - Optional target array to write into
378
433
  * @returns {Float32Array} 16-element array in column-major order
379
434
  */
380
- toMatrix() {
435
+ toMatrix(target = null) {
381
436
  // Normalize first for numerical stability
382
437
  const n = this.norm();
383
438
  const invN = n > 1e-10 ? 1 / n : 1;
@@ -441,6 +496,35 @@ export class Rotor4D {
441
496
  // Formula derived from sandwich product R v R†
442
497
  // Diagonal: s² minus bivectors containing that axis, plus others
443
498
  // Off-diagonal: 2*s*bivector terms for single-plane contributions
499
+
500
+ if (target) {
501
+ // Column 0 (transformed X axis)
502
+ target[0] = s2 - xy2 - xz2 + yz2 - xw2 + yw2 + zw2 - xyzw2;
503
+ target[1] = sxy + xzyz + xwyw - zwxyzw;
504
+ target[2] = sxz - xyyz + xwzw + ywxyzw;
505
+ target[3] = sxw - xyyw - xzzw - yzxyzw;
506
+
507
+ // Column 1 (transformed Y axis)
508
+ target[4] = -sxy + xzyz + xwyw + zwxyzw;
509
+ target[5] = s2 - xy2 + xz2 - yz2 + xw2 - yw2 + zw2 - xyzw2;
510
+ target[6] = syz + xyxz + ywzw - xwxyzw;
511
+ target[7] = syw + xyxw - yzzw + xzxyzw;
512
+
513
+ // Column 2 (transformed Z axis)
514
+ target[8] = -sxz - xyyz + xwzw - ywxyzw;
515
+ target[9] = -syz + xyxz + ywzw + xwxyzw;
516
+ target[10] = s2 + xy2 - xz2 - yz2 + xw2 + yw2 - zw2 - xyzw2;
517
+ target[11] = szw + xzxw + yzyw - xyxyzw;
518
+
519
+ // Column 3 (transformed W axis)
520
+ target[12] = -sxw - xyyw - xzzw + yzxyzw;
521
+ target[13] = -syw + xyxw - yzzw - xzxyzw;
522
+ target[14] = -szw + xzxw + yzyw + xyxyzw;
523
+ target[15] = s2 + xy2 + xz2 + yz2 - xw2 - yw2 - zw2 - xyzw2;
524
+
525
+ return target;
526
+ }
527
+
444
528
  return new Float32Array([
445
529
  // Column 0 (transformed X axis)
446
530
  s2 - xy2 - xz2 + yz2 - xw2 + yw2 + zw2 - xyzw2,