@vib3code/sdk 2.0.3-canary.91a95f3 → 2.0.3-canary.98b84da

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.
Files changed (138) 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 +15 -0
  50. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +144 -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 +11 -4
  56. package/src/agent/index.js +1 -3
  57. package/src/agent/mcp/MCPServer.js +542 -188
  58. package/src/agent/mcp/index.js +1 -1
  59. package/src/agent/mcp/tools.js +132 -32
  60. package/src/cli/index.js +431 -47
  61. package/src/core/VIB3Engine.js +55 -3
  62. package/src/core/index.js +18 -0
  63. package/src/core/renderers/FacetedRendererAdapter.js +10 -9
  64. package/src/core/renderers/HolographicRendererAdapter.js +11 -7
  65. package/src/core/renderers/QuantumRendererAdapter.js +11 -7
  66. package/src/creative/index.js +11 -0
  67. package/src/experimental/GameLoop.js +72 -0
  68. package/src/experimental/LatticePhysics.js +100 -0
  69. package/src/experimental/LiveDirector.js +143 -0
  70. package/src/experimental/PlayerController4D.js +154 -0
  71. package/src/experimental/VIB3Actor.js +138 -0
  72. package/src/experimental/VIB3Compositor.js +117 -0
  73. package/src/experimental/VIB3Link.js +122 -0
  74. package/src/experimental/VIB3Orchestrator.js +146 -0
  75. package/src/experimental/VIB3Universe.js +109 -0
  76. package/src/experimental/demos/CrystalLabyrinth.js +202 -0
  77. package/src/export/SVGExporter.js +9 -5
  78. package/src/export/index.js +11 -1
  79. package/src/faceted/FacetedSystem.js +27 -10
  80. package/src/games/glyph-war/GlyphWarVisualizer.js +641 -0
  81. package/src/geometry/generators/Crystal.js +2 -2
  82. package/src/geometry/warp/HypersphereCore.js +53 -24
  83. package/src/holograms/HolographicVisualizer.js +58 -89
  84. package/src/holograms/RealHolographicSystem.js +126 -31
  85. package/src/math/Mat4x4.js +372 -140
  86. package/src/math/Projection.js +39 -4
  87. package/src/math/Rotor4D.js +157 -67
  88. package/src/math/Vec4.js +265 -111
  89. package/src/math/index.js +7 -7
  90. package/src/quantum/QuantumVisualizer.js +24 -20
  91. package/src/reactivity/index.js +3 -5
  92. package/src/render/LayerPresetManager.js +372 -0
  93. package/src/render/LayerReactivityBridge.js +344 -0
  94. package/src/render/LayerRelationshipGraph.js +610 -0
  95. package/src/render/MultiCanvasBridge.js +148 -25
  96. package/src/render/ShaderLoader.js +38 -0
  97. package/src/render/ShaderProgram.js +4 -4
  98. package/src/render/UnifiedRenderBridge.js +1 -1
  99. package/src/render/backends/WebGPUBackend.js +8 -4
  100. package/src/render/index.js +27 -2
  101. package/src/scene/Node4D.js +74 -24
  102. package/src/scene/index.js +4 -4
  103. package/src/shaders/common/geometry24.glsl +65 -0
  104. package/src/shaders/common/geometry24.wgsl +54 -0
  105. package/src/shaders/common/rotation4d.glsl +4 -4
  106. package/src/shaders/common/rotation4d.wgsl +2 -2
  107. package/src/shaders/common/uniforms.wgsl +15 -8
  108. package/src/shaders/faceted/faceted.frag.wgsl +19 -6
  109. package/src/shaders/holographic/holographic.frag.wgsl +7 -5
  110. package/src/shaders/quantum/quantum.frag.wgsl +7 -5
  111. package/src/testing/ParallelTestFramework.js +2 -2
  112. package/src/testing/ProjectionClass.test.js +38 -0
  113. package/src/ui/adaptive/renderers/webgpu/WebGPURenderer.ts +2 -2
  114. package/src/viewer/GalleryUI.js +17 -0
  115. package/src/viewer/ViewerPortal.js +2 -2
  116. package/tools/shader-sync-verify.js +6 -4
  117. package/tools/update_projection.py +109 -0
  118. package/types/adaptive-sdk.d.ts +204 -5
  119. package/types/agent/cli.d.ts +78 -0
  120. package/types/agent/index.d.ts +18 -0
  121. package/types/agent/mcp.d.ts +87 -0
  122. package/types/agent/telemetry.d.ts +190 -0
  123. package/types/core/VIB3Engine.d.ts +26 -0
  124. package/types/core/index.d.ts +261 -0
  125. package/types/creative/AestheticMapper.d.ts +72 -0
  126. package/types/creative/ChoreographyPlayer.d.ts +96 -0
  127. package/types/creative/index.d.ts +17 -0
  128. package/types/export/index.d.ts +243 -0
  129. package/types/geometry/index.d.ts +164 -0
  130. package/types/math/index.d.ts +214 -0
  131. package/types/render/LayerPresetManager.d.ts +78 -0
  132. package/types/render/LayerReactivityBridge.d.ts +85 -0
  133. package/types/render/LayerRelationshipGraph.d.ts +174 -0
  134. package/types/render/index.d.ts +3 -0
  135. package/types/scene/index.d.ts +204 -0
  136. package/types/systems/index.d.ts +244 -0
  137. package/types/variations/index.d.ts +62 -0
  138. package/types/viewer/index.d.ts +225 -0
@@ -47,6 +47,60 @@ fn hypertetrahedronCore(p: vec4<f32>, baseType: f32) -> f32 {
47
47
  return max(baseGeometry(p, baseType), tf);
48
48
  }
49
49
 
50
+ // ── Polytope Core Warp Functions ──
51
+ // Requires: rotation functions from rotation4d.wgsl and u: VIB3Uniforms
52
+
53
+ fn warpHypersphereCore_common(p: vec3<f32>, geomIdx: i32) -> vec3<f32> {
54
+ let radius = length(p);
55
+ let morphBlend = clamp(u.morphFactor * 0.6 + (u.dimension - 3.0) * 0.25, 0.0, 2.0);
56
+ let w = sin(radius * (1.3 + f32(geomIdx) * 0.12) + u.time * 0.0008 * u.speed)
57
+ * (0.4 + morphBlend * 0.45);
58
+ var p4d = vec4<f32>(p * (1.0 + morphBlend * 0.2), w);
59
+ p4d = rotateXY(u.rot4dXY) * p4d;
60
+ p4d = rotateXZ(u.rot4dXZ) * p4d;
61
+ p4d = rotateYZ(u.rot4dYZ) * p4d;
62
+ p4d = rotateXW(u.rot4dXW) * p4d;
63
+ p4d = rotateYW(u.rot4dYW) * p4d;
64
+ p4d = rotateZW(u.rot4dZW) * p4d;
65
+ let proj = project4Dto3D(p4d);
66
+ return mix(p, proj, clamp(0.45 + morphBlend * 0.35, 0.0, 1.0));
67
+ }
68
+
69
+ fn warpHypertetraCore_common(p: vec3<f32>, geomIdx: i32) -> vec3<f32> {
70
+ let c1 = normalize(vec3<f32>(1.0, 1.0, 1.0));
71
+ let c2 = normalize(vec3<f32>(-1.0, -1.0, 1.0));
72
+ let c3 = normalize(vec3<f32>(-1.0, 1.0, -1.0));
73
+ let c4 = normalize(vec3<f32>(1.0, -1.0, -1.0));
74
+ let morphBlend = clamp(u.morphFactor * 0.8 + (u.dimension - 3.0) * 0.2, 0.0, 2.0);
75
+ let basisMix = dot(p, c1) * 0.14 + dot(p, c2) * 0.1 + dot(p, c3) * 0.08;
76
+ let w = sin(basisMix * 5.5 + u.time * 0.0009 * u.speed)
77
+ * cos(dot(p, c4) * 4.2 - u.time * 0.0007 * u.speed)
78
+ * (0.5 + morphBlend * 0.4);
79
+ let offset = vec3<f32>(dot(p, c1), dot(p, c2), dot(p, c3)) * 0.1 * morphBlend;
80
+ var p4d = vec4<f32>(p + offset, w);
81
+ p4d = rotateXY(u.rot4dXY) * p4d;
82
+ p4d = rotateXZ(u.rot4dXZ) * p4d;
83
+ p4d = rotateYZ(u.rot4dYZ) * p4d;
84
+ p4d = rotateXW(u.rot4dXW) * p4d;
85
+ p4d = rotateYW(u.rot4dYW) * p4d;
86
+ p4d = rotateZW(u.rot4dZW) * p4d;
87
+ let proj = project4Dto3D(p4d);
88
+ let planeInf = min(min(abs(dot(p, c1)), abs(dot(p, c2))),
89
+ min(abs(dot(p, c3)), abs(dot(p, c4))));
90
+ let blended = mix(p, proj, clamp(0.45 + morphBlend * 0.35, 0.0, 1.0));
91
+ return mix(blended, blended * (1.0 - planeInf * 0.55), 0.2 + morphBlend * 0.2);
92
+ }
93
+
94
+ fn applyCoreWarp_common(p: vec3<f32>, geomType: f32) -> vec3<f32> {
95
+ let coreFloat = floor(geomType / 8.0);
96
+ let coreIndex = i32(clamp(coreFloat, 0.0, 2.0));
97
+ let baseFloat = geomType - floor(geomType / 8.0) * 8.0;
98
+ let geomIdx = i32(clamp(floor(baseFloat + 0.5), 0.0, 7.0));
99
+ if (coreIndex == 1) { return warpHypersphereCore_common(p, geomIdx); }
100
+ if (coreIndex == 2) { return warpHypertetraCore_common(p, geomIdx); }
101
+ return p;
102
+ }
103
+
50
104
  fn geometry(p: vec4<f32>, t: f32) -> f32 {
51
105
  if (t < 8.0) { return baseGeometry(p, t); }
52
106
  else if (t < 16.0) { return hypersphereCore(p, t - 8.0); }
@@ -16,10 +16,10 @@ mat4 rotateXZ(float angle) {
16
16
  float c = cos(angle);
17
17
  float s = sin(angle);
18
18
  return mat4(
19
- c, 0, -s, 0,
20
- 0, 1, 0, 0,
21
- s, 0, c, 0,
22
- 0, 0, 0, 1
19
+ c, 0, s, 0,
20
+ 0, 1, 0, 0,
21
+ -s, 0, c, 0,
22
+ 0, 0, 0, 1
23
23
  );
24
24
  }
25
25
 
@@ -16,9 +16,9 @@ fn rotateXZ(angle: f32) -> mat4x4<f32> {
16
16
  let c = cos(angle);
17
17
  let s = sin(angle);
18
18
  return mat4x4<f32>(
19
- vec4<f32>(c, 0.0, -s, 0.0),
19
+ vec4<f32>( c, 0.0, s, 0.0),
20
20
  vec4<f32>(0.0, 1.0, 0.0, 0.0),
21
- vec4<f32>(s, 0.0, c, 0.0),
21
+ vec4<f32>(-s, 0.0, c, 0.0),
22
22
  vec4<f32>(0.0, 0.0, 0.0, 1.0)
23
23
  );
24
24
  }
@@ -1,16 +1,19 @@
1
1
  // VIB3+ Common Uniform Struct (WGSL)
2
2
  // Shared across all visualization systems
3
+ // Canonical layout — must match packVIB3Uniforms() in UnifiedRenderBridge.js
4
+ // All fields are f32 (except resolution vec2) to avoid alignment surprises.
5
+ // Total: 33 floats (132 bytes), buffer padded to 256 bytes.
3
6
 
4
7
  struct VIB3Uniforms {
5
- // Time and resolution
8
+ // Time and resolution (indices 0-3)
6
9
  time: f32,
7
10
  _pad0: f32,
8
11
  resolution: vec2<f32>,
9
12
 
10
- // Geometry selection (0-23)
13
+ // Geometry selection 0-23 (index 4)
11
14
  geometry: f32,
12
15
 
13
- // 6D Rotation (radians)
16
+ // 6D Rotation in radians (indices 5-10)
14
17
  rot4dXY: f32,
15
18
  rot4dXZ: f32,
16
19
  rot4dYZ: f32,
@@ -18,7 +21,7 @@ struct VIB3Uniforms {
18
21
  rot4dYW: f32,
19
22
  rot4dZW: f32,
20
23
 
21
- // Visual parameters
24
+ // Visual parameters (indices 11-18)
22
25
  dimension: f32,
23
26
  gridDensity: f32,
24
27
  morphFactor: f32,
@@ -28,21 +31,25 @@ struct VIB3Uniforms {
28
31
  intensity: f32,
29
32
  saturation: f32,
30
33
 
31
- // Reactivity
34
+ // Reactivity (indices 19-23)
32
35
  mouseIntensity: f32,
33
36
  clickIntensity: f32,
34
37
  bass: f32,
35
38
  mid: f32,
36
39
  high: f32,
37
40
 
38
- // Layer parameters (holographic multi-layer)
41
+ // Layer parameters (indices 24-31)
39
42
  layerScale: f32,
40
43
  layerOpacity: f32,
41
44
  _pad1: f32,
42
- layerColor: vec3<f32>,
45
+ layerColorR: f32,
46
+ layerColorG: f32,
47
+ layerColorB: f32,
43
48
  densityMult: f32,
44
49
  speedMult: f32,
45
- _pad2: vec3<f32>,
50
+
51
+ // Vitality (index 32)
52
+ breath: f32,
46
53
  };
47
54
 
48
55
  @group(0) @binding(0) var<uniform> u: VIB3Uniforms;
@@ -4,7 +4,7 @@
4
4
 
5
5
  struct VIB3Uniforms {
6
6
  time: f32,
7
- speed: f32,
7
+ _pad0: f32,
8
8
  resolution: vec2<f32>,
9
9
  geometry: f32,
10
10
  rot4dXY: f32,
@@ -17,18 +17,24 @@ struct VIB3Uniforms {
17
17
  gridDensity: f32,
18
18
  morphFactor: f32,
19
19
  chaos: f32,
20
+ speed: f32,
20
21
  hue: f32,
21
22
  intensity: f32,
22
23
  saturation: f32,
23
24
  mouseIntensity: f32,
24
25
  clickIntensity: f32,
25
- roleIntensity: f32,
26
26
  bass: f32,
27
27
  mid: f32,
28
28
  high: f32,
29
+ layerScale: f32,
30
+ layerOpacity: f32,
31
+ _pad1: f32,
32
+ layerColorR: f32,
33
+ layerColorG: f32,
34
+ layerColorB: f32,
35
+ densityMult: f32,
36
+ speedMult: f32,
29
37
  breath: f32,
30
- mouse: vec2<f32>,
31
- _pad1: vec2<f32>,
32
38
  };
33
39
 
34
40
  @group(0) @binding(0) var<uniform> u: VIB3Uniforms;
@@ -131,8 +137,15 @@ fn geometryFunction_w(p: vec4<f32>) -> f32 {
131
137
  let gt = i32(clamp(floor(baseFloat + 0.5), 0.0, 7.0));
132
138
  let d = u.gridDensity * 0.08;
133
139
  if (gt == 0) {
134
- let pos = fract(p * d); let dist = min(pos, 1.0 - pos);
135
- return min(min(dist.x, dist.y), min(dist.z, dist.w)) * u.morphFactor;
140
+ // Tetrahedron tetrahedral symmetry planes
141
+ let c1 = normalize(vec3<f32>(1.0, 1.0, 1.0));
142
+ let c2 = normalize(vec3<f32>(-1.0, -1.0, 1.0));
143
+ let c3 = normalize(vec3<f32>(-1.0, 1.0, -1.0));
144
+ let c4 = normalize(vec3<f32>(1.0, -1.0, -1.0));
145
+ let q = fract(p.xyz * d + 0.5) - 0.5;
146
+ let minPlane = min(min(abs(dot(q, c1)), abs(dot(q, c2))),
147
+ min(abs(dot(q, c3)), abs(dot(q, c4))));
148
+ return (1.0 - smoothstep(0.0, 0.05, minPlane)) * u.morphFactor;
136
149
  } else if (gt == 1) {
137
150
  let pos = fract(p * d); let dist = min(pos, 1.0 - pos);
138
151
  return min(min(dist.x, dist.y), min(dist.z, dist.w)) * u.morphFactor;
@@ -28,11 +28,13 @@ struct VIB3Uniforms {
28
28
  high: f32,
29
29
  layerScale: f32,
30
30
  layerOpacity: f32,
31
- breath: f32,
32
- layerColor: vec3<f32>,
31
+ _pad1: f32,
32
+ layerColorR: f32,
33
+ layerColorG: f32,
34
+ layerColorB: f32,
33
35
  densityMult: f32,
34
36
  speedMult: f32,
35
- _pad2: vec3<f32>,
37
+ breath: f32,
36
38
  };
37
39
 
38
40
  @group(0) @binding(0) var<uniform> u: VIB3Uniforms;
@@ -52,8 +54,8 @@ fn rotateXY(angle: f32) -> mat4x4<f32> {
52
54
  fn rotateXZ(angle: f32) -> mat4x4<f32> {
53
55
  let c = cos(angle); let s = sin(angle);
54
56
  return mat4x4<f32>(
55
- vec4<f32>(c, 0.0, -s, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0),
56
- vec4<f32>(s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
57
+ vec4<f32>(c, 0.0, s, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0),
58
+ vec4<f32>(-s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
57
59
  }
58
60
  fn rotateYZ(angle: f32) -> mat4x4<f32> {
59
61
  let c = cos(angle); let s = sin(angle);
@@ -28,11 +28,13 @@ struct VIB3Uniforms {
28
28
  high: f32,
29
29
  layerScale: f32,
30
30
  layerOpacity: f32,
31
- breath: f32,
32
- layerColor: vec3<f32>,
31
+ _pad1: f32,
32
+ layerColorR: f32,
33
+ layerColorG: f32,
34
+ layerColorB: f32,
33
35
  densityMult: f32,
34
36
  speedMult: f32,
35
- _pad2: vec3<f32>,
37
+ breath: f32,
36
38
  };
37
39
 
38
40
  @group(0) @binding(0) var<uniform> u: VIB3Uniforms;
@@ -52,8 +54,8 @@ fn rotateXY(angle: f32) -> mat4x4<f32> {
52
54
  fn rotateXZ(angle: f32) -> mat4x4<f32> {
53
55
  let c = cos(angle); let s = sin(angle);
54
56
  return mat4x4<f32>(
55
- vec4<f32>(c, 0.0, -s, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0),
56
- vec4<f32>(s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
57
+ vec4<f32>(c, 0.0, s, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0),
58
+ vec4<f32>(-s, 0.0, c, 0.0), vec4<f32>(0.0, 0.0, 0.0, 1.0));
57
59
  }
58
60
  fn rotateYZ(angle: f32) -> mat4x4<f32> {
59
61
  let c = cos(angle); let s = sin(angle);
@@ -151,8 +151,8 @@ export class ParallelTestFramework {
151
151
  // Create system instance based on type
152
152
  switch (testSpec.system) {
153
153
  case 'faceted':
154
- const { VIB34DIntegratedEngine } = await import('../core/Engine.js');
155
- testSystem = new VIB34DIntegratedEngine();
154
+ const { VIB3Engine } = await import('../core/VIB3Engine.js');
155
+ testSystem = new VIB3Engine();
156
156
  break;
157
157
  case 'quantum':
158
158
  const { QuantumEngine } = await import('../quantum/QuantumEngine.js');
@@ -0,0 +1,38 @@
1
+ import { describe, expect, it } from 'vitest';
2
+ import Projection from '../math/Projection.js';
3
+ import Vec4 from '../math/Vec4.js';
4
+
5
+ describe('Projection Class', () => {
6
+ it('should project using perspective', () => {
7
+ const v = new Vec4(1, 1, 1, 0);
8
+ const p = Projection.perspective(v, 2);
9
+ expect(p.x).toBeCloseTo(0.5);
10
+ expect(p.y).toBeCloseTo(0.5);
11
+ expect(p.z).toBeCloseTo(0.5);
12
+ expect(p.w).toBe(0);
13
+ });
14
+
15
+ it('should support target vector in perspective', () => {
16
+ const v = new Vec4(1, 1, 1, 0);
17
+ const target = new Vec4();
18
+ const result = Projection.perspective(v, 2, {}, target);
19
+ expect(result).toBe(target);
20
+ expect(target.x).toBeCloseTo(0.5);
21
+ });
22
+
23
+ it('should project array using perspectiveArray', () => {
24
+ const vectors = [new Vec4(1, 1, 1, 0), new Vec4(2, 2, 2, 0)];
25
+ const result = Projection.perspectiveArray(vectors, 2);
26
+ expect(result.length).toBe(2);
27
+ expect(result[0].x).toBeCloseTo(0.5);
28
+ expect(result[1].x).toBeCloseTo(1.0);
29
+ });
30
+
31
+ it('should reuse target array in perspectiveArray', () => {
32
+ const vectors = [new Vec4(1, 1, 1, 0)];
33
+ const targetArray = [new Vec4()];
34
+ const result = Projection.perspectiveArray(vectors, 2, {}, targetArray);
35
+ expect(result).toBe(targetArray);
36
+ expect(targetArray[0].x).toBeCloseTo(0.5);
37
+ });
38
+ });
@@ -546,9 +546,9 @@ fn rotateXZ(angle: f32) -> mat4x4<f32> {
546
546
  let c = cos(angle);
547
547
  let s = sin(angle);
548
548
  return mat4x4<f32>(
549
- vec4<f32>(c, 0.0, -s, 0.0),
549
+ vec4<f32>( c, 0.0, s, 0.0),
550
550
  vec4<f32>(0.0, 1.0, 0.0, 0.0),
551
- vec4<f32>(s, 0.0, c, 0.0),
551
+ vec4<f32>(-s, 0.0, c, 0.0),
552
552
  vec4<f32>(0.0, 0.0, 0.0, 1.0)
553
553
  );
554
554
  }
@@ -749,6 +749,23 @@ export class GalleryUI extends EventEmitter {
749
749
  this.render();
750
750
  }
751
751
 
752
+ /**
753
+ * Handle search input
754
+ */
755
+ _onSearch(event) {
756
+ this.searchQuery = event.target.value;
757
+ this._applyFilters();
758
+ this.render();
759
+ }
760
+
761
+ /**
762
+ * Handle page change
763
+ */
764
+ _onPageChange(page) {
765
+ this.currentPage = page;
766
+ this.render();
767
+ }
768
+
752
769
  /**
753
770
  * Handle variation hover
754
771
  */
@@ -185,14 +185,14 @@ export class ViewerPortal extends EventEmitter {
185
185
 
186
186
  captureFrame(format = 'png', quality = 0.92) {
187
187
  if (!this.canvas) return null;
188
- return this.canvas.toDataURL(\`image/\${format}\`, quality);
188
+ return this.canvas.toDataURL(`image/${format}`, quality);
189
189
  }
190
190
 
191
191
  downloadFrame(filename = 'vib3-capture', format = 'png') {
192
192
  const dataUrl = this.captureFrame(format);
193
193
  if (!dataUrl) return;
194
194
  const link = document.createElement('a');
195
- link.download = \`\${filename}.\${format}\`;
195
+ link.download = `${filename}.${format}`;
196
196
  link.href = dataUrl;
197
197
  link.click();
198
198
  }
@@ -602,6 +602,7 @@ const FACETED_GLSL_FRAGMENT = `
602
602
  precision highp float;
603
603
  uniform float u_time;
604
604
  uniform vec2 u_resolution;
605
+ uniform vec2 u_mouse;
605
606
  uniform float u_geometry;
606
607
  uniform float u_rot4dXY;
607
608
  uniform float u_rot4dXZ;
@@ -619,6 +620,7 @@ uniform float u_saturation;
619
620
  uniform float u_speed;
620
621
  uniform float u_mouseIntensity;
621
622
  uniform float u_clickIntensity;
623
+ uniform float u_roleIntensity;
622
624
  uniform float u_bass;
623
625
  uniform float u_mid;
624
626
  uniform float u_high;
@@ -667,7 +669,8 @@ struct VIB3Uniforms {
667
669
 
668
670
  /**
669
671
  * Holographic system GLSL fragment shader uniforms (from HolographicVisualizer.js).
670
- * This system uses non-standard names for several uniforms.
672
+ * Uses standard names (u_gridDensity, u_morphFactor, u_geometry) plus many
673
+ * system-specific uniforms for audio/touch/scroll reactivity.
671
674
  */
672
675
  const HOLOGRAPHIC_GLSL_FRAGMENT = `
673
676
  precision highp float;
@@ -675,7 +678,7 @@ uniform vec2 u_resolution;
675
678
  uniform float u_time;
676
679
  uniform vec2 u_mouse;
677
680
  uniform float u_geometry;
678
- uniform float u_density;
681
+ uniform float u_gridDensity;
679
682
  uniform float u_speed;
680
683
  uniform vec3 u_color;
681
684
  uniform float u_intensity;
@@ -686,9 +689,8 @@ uniform float u_chaosIntensity;
686
689
  uniform float u_mouseIntensity;
687
690
  uniform float u_clickIntensity;
688
691
  uniform float u_densityVariation;
689
- uniform float u_geometryType;
690
692
  uniform float u_chaos;
691
- uniform float u_morph;
693
+ uniform float u_morphFactor;
692
694
  uniform float u_touchMorph;
693
695
  uniform float u_touchChaos;
694
696
  uniform float u_scrollParallax;
@@ -0,0 +1,109 @@
1
+ import re
2
+
3
+ file_path = 'src/math/Projection.js'
4
+
5
+ with open(file_path, 'r') as f:
6
+ content = f.read()
7
+
8
+ # Replace perspective JSDoc and Implementation
9
+ perspective_old = r""" * @param {Vec4} v - 4D point
10
+ * @param {number} d - Distance parameter (typically 1.5-5)
11
+ * @returns {Vec4} Projected point (w=0)
12
+ */
13
+ static perspective(v, d = 2, options = {}) {
14
+ if (typeof d === 'object') {
15
+ options = d;
16
+ d = options.d ?? 2;
17
+ }
18
+ const epsilon = options.epsilon ?? DEFAULT_EPSILON;
19
+ const denom = clampDenominator(d - v.w, epsilon);
20
+ const scale = 1 / denom;
21
+ return new Vec4(v.x * scale, v.y * scale, v.z * scale, 0);
22
+ }"""
23
+
24
+ perspective_new = r""" * @param {Vec4} v - 4D point
25
+ * @param {number} d - Distance parameter (typically 1.5-5)
26
+ * @param {object} [options] - Projection options
27
+ * @param {Vec4} [target] - Optional target vector to write result to
28
+ * @returns {Vec4} Projected point (w=0)
29
+ */
30
+ static perspective(v, d = 2, options = {}, target = null) {
31
+ if (typeof d === 'object') {
32
+ options = d;
33
+ d = options.d ?? 2;
34
+ }
35
+
36
+ // Handle options overload or direct target argument
37
+ if (!target && options && options.target) {
38
+ target = options.target;
39
+ }
40
+
41
+ const epsilon = (options && options.epsilon) ?? DEFAULT_EPSILON;
42
+ const denom = clampDenominator(d - v.w, epsilon);
43
+ const scale = 1 / denom;
44
+
45
+ if (target) {
46
+ return target.set(v.x * scale, v.y * scale, v.z * scale, 0);
47
+ }
48
+ return new Vec4(v.x * scale, v.y * scale, v.z * scale, 0);
49
+ }"""
50
+
51
+ if perspective_old in content:
52
+ content = content.replace(perspective_old, perspective_new)
53
+ else:
54
+ print("Could not find perspective implementation to replace.")
55
+ # Attempt more robust search if exact match fails? No, simpler is safer for now.
56
+
57
+ # Replace perspectiveArray JSDoc and Implementation
58
+ perspective_array_old = r""" /**
59
+ * Project array of Vec4s using perspective projection
60
+ * @param {Vec4[]} vectors
61
+ * @param {number} d
62
+ * @returns {Vec4[]}
63
+ */
64
+ static perspectiveArray(vectors, d = 2, options = {}) {
65
+ return vectors.map(v => Projection.perspective(v, d, options));
66
+ }"""
67
+
68
+ perspective_array_new = r""" /**
69
+ * Project array of Vec4s using perspective projection
70
+ * @param {Vec4[]} vectors
71
+ * @param {number} d
72
+ * @param {object} [options]
73
+ * @param {Vec4[]} [target] - Optional target array to write results to
74
+ * @returns {Vec4[]}
75
+ */
76
+ static perspectiveArray(vectors, d = 2, options = {}, target = null) {
77
+ // Handle options overload for 'd'
78
+ if (typeof d === 'object') {
79
+ options = d;
80
+ d = options.d ?? 2;
81
+ }
82
+
83
+ if (!target) {
84
+ return vectors.map(v => Projection.perspective(v, d, options));
85
+ }
86
+
87
+ const count = vectors.length;
88
+ // Iterate and reuse
89
+ for (let i = 0; i < count; i++) {
90
+ const out = target[i];
91
+ if (out) {
92
+ Projection.perspective(vectors[i], d, options, out);
93
+ } else {
94
+ target[i] = Projection.perspective(vectors[i], d, options);
95
+ }
96
+ }
97
+
98
+ return target;
99
+ }"""
100
+
101
+ if perspective_array_old in content:
102
+ content = content.replace(perspective_array_old, perspective_array_new)
103
+ else:
104
+ print("Could not find perspectiveArray implementation to replace.")
105
+
106
+ with open(file_path, 'w') as f:
107
+ f.write(content)
108
+
109
+ print("Updated Projection.js")