@vib3code/sdk 2.0.3-canary.91a95f3 → 2.0.3-canary.b52c293

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 (132) 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 +10 -1
  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 +374 -44
  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/index.js +11 -1
  78. package/src/faceted/FacetedSystem.js +27 -10
  79. package/src/games/glyph-war/GlyphWarVisualizer.js +641 -0
  80. package/src/geometry/generators/Crystal.js +2 -2
  81. package/src/holograms/HolographicVisualizer.js +58 -89
  82. package/src/holograms/RealHolographicSystem.js +126 -31
  83. package/src/math/Mat4x4.js +225 -36
  84. package/src/math/Rotor4D.js +93 -39
  85. package/src/math/Vec4.js +200 -103
  86. package/src/math/index.js +7 -7
  87. package/src/quantum/QuantumVisualizer.js +24 -20
  88. package/src/reactivity/index.js +3 -5
  89. package/src/render/LayerPresetManager.js +372 -0
  90. package/src/render/LayerReactivityBridge.js +344 -0
  91. package/src/render/LayerRelationshipGraph.js +610 -0
  92. package/src/render/MultiCanvasBridge.js +148 -25
  93. package/src/render/ShaderLoader.js +38 -0
  94. package/src/render/ShaderProgram.js +4 -4
  95. package/src/render/UnifiedRenderBridge.js +1 -1
  96. package/src/render/backends/WebGPUBackend.js +8 -4
  97. package/src/render/index.js +27 -2
  98. package/src/scene/index.js +4 -4
  99. package/src/shaders/common/geometry24.glsl +65 -0
  100. package/src/shaders/common/geometry24.wgsl +54 -0
  101. package/src/shaders/common/rotation4d.glsl +4 -4
  102. package/src/shaders/common/rotation4d.wgsl +2 -2
  103. package/src/shaders/common/uniforms.wgsl +15 -8
  104. package/src/shaders/faceted/faceted.frag.wgsl +19 -6
  105. package/src/shaders/holographic/holographic.frag.wgsl +7 -5
  106. package/src/shaders/quantum/quantum.frag.wgsl +7 -5
  107. package/src/testing/ParallelTestFramework.js +2 -2
  108. package/src/ui/adaptive/renderers/webgpu/WebGPURenderer.ts +2 -2
  109. package/src/viewer/GalleryUI.js +17 -0
  110. package/src/viewer/ViewerPortal.js +2 -2
  111. package/tools/shader-sync-verify.js +6 -4
  112. package/types/adaptive-sdk.d.ts +204 -5
  113. package/types/agent/cli.d.ts +78 -0
  114. package/types/agent/index.d.ts +18 -0
  115. package/types/agent/mcp.d.ts +87 -0
  116. package/types/agent/telemetry.d.ts +190 -0
  117. package/types/core/VIB3Engine.d.ts +26 -0
  118. package/types/core/index.d.ts +261 -0
  119. package/types/creative/AestheticMapper.d.ts +72 -0
  120. package/types/creative/ChoreographyPlayer.d.ts +96 -0
  121. package/types/creative/index.d.ts +17 -0
  122. package/types/export/index.d.ts +243 -0
  123. package/types/geometry/index.d.ts +164 -0
  124. package/types/math/index.d.ts +214 -0
  125. package/types/render/LayerPresetManager.d.ts +78 -0
  126. package/types/render/LayerReactivityBridge.d.ts +85 -0
  127. package/types/render/LayerRelationshipGraph.d.ts +174 -0
  128. package/types/render/index.d.ts +3 -0
  129. package/types/scene/index.d.ts +204 -0
  130. package/types/systems/index.d.ts +244 -0
  131. package/types/variations/index.d.ts +62 -0
  132. package/types/viewer/index.d.ts +225 -0
@@ -157,24 +157,46 @@ export class Mat4x4 {
157
157
  /**
158
158
  * Multiply two matrices
159
159
  * @param {Mat4x4} m - Right operand
160
+ * @param {Mat4x4} [target=null] - Optional target matrix to store result
160
161
  * @returns {Mat4x4} New matrix = this * m
161
162
  */
162
- multiply(m) {
163
+ multiply(m, target = null) {
164
+ const out = target || new Mat4x4();
165
+ const r = out.data;
163
166
  const a = this.data;
164
167
  const b = m.data;
165
- const result = new Float32Array(16);
166
-
167
- for (let col = 0; col < 4; col++) {
168
- for (let row = 0; row < 4; row++) {
169
- let sum = 0;
170
- for (let k = 0; k < 4; k++) {
171
- sum += a[k * 4 + row] * b[col * 4 + k];
172
- }
173
- result[col * 4 + row] = sum;
174
- }
175
- }
176
168
 
177
- return new Mat4x4(result);
169
+ const a00 = a[0], a01 = a[4], a02 = a[8], a03 = a[12];
170
+ const a10 = a[1], a11 = a[5], a12 = a[9], a13 = a[13];
171
+ const a20 = a[2], a21 = a[6], a22 = a[10], a23 = a[14];
172
+ const a30 = a[3], a31 = a[7], a32 = a[11], a33 = a[15];
173
+
174
+ const b00 = b[0], b01 = b[4], b02 = b[8], b03 = b[12];
175
+ const b10 = b[1], b11 = b[5], b12 = b[9], b13 = b[13];
176
+ const b20 = b[2], b21 = b[6], b22 = b[10], b23 = b[14];
177
+ const b30 = b[3], b31 = b[7], b32 = b[11], b33 = b[15];
178
+
179
+ r[0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
180
+ r[1] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
181
+ r[2] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
182
+ r[3] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30;
183
+
184
+ r[4] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
185
+ r[5] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
186
+ r[6] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
187
+ r[7] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31;
188
+
189
+ r[8] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
190
+ r[9] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
191
+ r[10] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
192
+ r[11] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32;
193
+
194
+ r[12] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33;
195
+ r[13] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33;
196
+ r[14] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33;
197
+ r[15] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33;
198
+
199
+ return out;
178
200
  }
179
201
 
180
202
  /**
@@ -183,8 +205,44 @@ export class Mat4x4 {
183
205
  * @returns {Mat4x4} this
184
206
  */
185
207
  multiplyInPlace(m) {
186
- const result = this.multiply(m);
187
- this.data.set(result.data);
208
+ const a = this.data;
209
+ const b = m.data;
210
+
211
+ // Cache values to avoid aliasing issues and repeated array access
212
+ const a00 = a[0], a01 = a[4], a02 = a[8], a03 = a[12];
213
+ const a10 = a[1], a11 = a[5], a12 = a[9], a13 = a[13];
214
+ const a20 = a[2], a21 = a[6], a22 = a[10], a23 = a[14];
215
+ const a30 = a[3], a31 = a[7], a32 = a[11], a33 = a[15];
216
+
217
+ const b00 = b[0], b01 = b[4], b02 = b[8], b03 = b[12];
218
+ const b10 = b[1], b11 = b[5], b12 = b[9], b13 = b[13];
219
+ const b20 = b[2], b21 = b[6], b22 = b[10], b23 = b[14];
220
+ const b30 = b[3], b31 = b[7], b32 = b[11], b33 = b[15];
221
+
222
+ // Column 0
223
+ a[0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
224
+ a[1] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
225
+ a[2] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
226
+ a[3] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30;
227
+
228
+ // Column 1
229
+ a[4] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
230
+ a[5] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
231
+ a[6] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
232
+ a[7] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31;
233
+
234
+ // Column 2
235
+ a[8] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
236
+ a[9] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
237
+ a[10] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
238
+ a[11] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32;
239
+
240
+ // Column 3
241
+ a[12] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33;
242
+ a[13] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33;
243
+ a[14] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33;
244
+ a[15] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33;
245
+
188
246
  return this;
189
247
  }
190
248
 
@@ -202,16 +260,22 @@ export class Mat4x4 {
202
260
  /**
203
261
  * Transform a Vec4 by this matrix
204
262
  * @param {Vec4} v
263
+ * @param {Vec4} [target=null] - Optional target vector to store result
205
264
  * @returns {Vec4} Transformed vector
206
265
  */
207
- multiplyVec4(v) {
266
+ multiplyVec4(v, target = null) {
208
267
  const m = this.data;
209
- return new Vec4(
210
- m[0] * v.x + m[4] * v.y + m[8] * v.z + m[12] * v.w,
211
- m[1] * v.x + m[5] * v.y + m[9] * v.z + m[13] * v.w,
212
- m[2] * v.x + m[6] * v.y + m[10] * v.z + m[14] * v.w,
213
- m[3] * v.x + m[7] * v.y + m[11] * v.z + m[15] * v.w
214
- );
268
+ const out = target || new Vec4();
269
+
270
+ // Cache components to support aliasing (target === v)
271
+ const x = v.x, y = v.y, z = v.z, w = v.w;
272
+
273
+ out.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
274
+ out.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
275
+ out.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
276
+ out.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
277
+
278
+ return out;
215
279
  }
216
280
 
217
281
  /**
@@ -253,27 +317,36 @@ export class Mat4x4 {
253
317
  /**
254
318
  * Add another matrix
255
319
  * @param {Mat4x4} m
320
+ * @param {Mat4x4} [target=null] - Optional target matrix
256
321
  * @returns {Mat4x4} New matrix
257
322
  */
258
- add(m) {
259
- const result = new Float32Array(16);
323
+ add(m, target = null) {
324
+ const out = target || new Mat4x4();
325
+ const r = out.data;
326
+ const a = this.data;
327
+ const b = m.data;
328
+
260
329
  for (let i = 0; i < 16; i++) {
261
- result[i] = this.data[i] + m.data[i];
330
+ r[i] = a[i] + b[i];
262
331
  }
263
- return new Mat4x4(result);
332
+ return out;
264
333
  }
265
334
 
266
335
  /**
267
336
  * Multiply by scalar
268
337
  * @param {number} s
338
+ * @param {Mat4x4} [target=null] - Optional target matrix
269
339
  * @returns {Mat4x4} New matrix
270
340
  */
271
- scale(s) {
272
- const result = new Float32Array(16);
341
+ scale(s, target = null) {
342
+ const out = target || new Mat4x4();
343
+ const r = out.data;
344
+ const a = this.data;
345
+
273
346
  for (let i = 0; i < 16; i++) {
274
- result[i] = this.data[i] * s;
347
+ r[i] = a[i] * s;
275
348
  }
276
- return new Mat4x4(result);
349
+ return out;
277
350
  }
278
351
 
279
352
  /**
@@ -490,6 +563,122 @@ export class Mat4x4 {
490
563
  return new Mat4x4(json.data);
491
564
  }
492
565
 
566
+ // ========== IN-PLACE ROTATIONS ==========
567
+
568
+ /**
569
+ * Rotate in XY plane in place
570
+ * @param {number} angle
571
+ * @returns {Mat4x4} this
572
+ */
573
+ rotateXY(angle) {
574
+ const c = Math.cos(angle);
575
+ const s = Math.sin(angle);
576
+ const m = this.data;
577
+
578
+ for (let i = 0; i < 4; i++) {
579
+ const a0 = m[i]; // Col 0
580
+ const a1 = m[i + 4]; // Col 1
581
+ m[i] = a0 * c + a1 * s;
582
+ m[i + 4] = -a0 * s + a1 * c;
583
+ }
584
+ return this;
585
+ }
586
+
587
+ /**
588
+ * Rotate in XZ plane in place
589
+ * @param {number} angle
590
+ * @returns {Mat4x4} this
591
+ */
592
+ rotateXZ(angle) {
593
+ const c = Math.cos(angle);
594
+ const s = Math.sin(angle);
595
+ const m = this.data;
596
+
597
+ for (let i = 0; i < 4; i++) {
598
+ const a0 = m[i]; // Col 0
599
+ const a2 = m[i + 8]; // Col 2
600
+ m[i] = a0 * c - a2 * s;
601
+ m[i + 8] = a0 * s + a2 * c;
602
+ }
603
+ return this;
604
+ }
605
+
606
+ /**
607
+ * Rotate in YZ plane in place
608
+ * @param {number} angle
609
+ * @returns {Mat4x4} this
610
+ */
611
+ rotateYZ(angle) {
612
+ const c = Math.cos(angle);
613
+ const s = Math.sin(angle);
614
+ const m = this.data;
615
+
616
+ for (let i = 0; i < 4; i++) {
617
+ const a1 = m[i + 4]; // Col 1
618
+ const a2 = m[i + 8]; // Col 2
619
+ m[i + 4] = a1 * c + a2 * s;
620
+ m[i + 8] = -a1 * s + a2 * c;
621
+ }
622
+ return this;
623
+ }
624
+
625
+ /**
626
+ * Rotate in XW plane in place
627
+ * @param {number} angle
628
+ * @returns {Mat4x4} this
629
+ */
630
+ rotateXW(angle) {
631
+ const c = Math.cos(angle);
632
+ const s = Math.sin(angle);
633
+ const m = this.data;
634
+
635
+ for (let i = 0; i < 4; i++) {
636
+ const a0 = m[i]; // Col 0
637
+ const a3 = m[i + 12]; // Col 3
638
+ m[i] = a0 * c + a3 * s;
639
+ m[i + 12] = -a0 * s + a3 * c;
640
+ }
641
+ return this;
642
+ }
643
+
644
+ /**
645
+ * Rotate in YW plane in place
646
+ * @param {number} angle
647
+ * @returns {Mat4x4} this
648
+ */
649
+ rotateYW(angle) {
650
+ const c = Math.cos(angle);
651
+ const s = Math.sin(angle);
652
+ const m = this.data;
653
+
654
+ for (let i = 0; i < 4; i++) {
655
+ const a1 = m[i + 4]; // Col 1
656
+ const a3 = m[i + 12]; // Col 3
657
+ m[i + 4] = a1 * c + a3 * s;
658
+ m[i + 12] = -a1 * s + a3 * c;
659
+ }
660
+ return this;
661
+ }
662
+
663
+ /**
664
+ * Rotate in ZW plane in place
665
+ * @param {number} angle
666
+ * @returns {Mat4x4} this
667
+ */
668
+ rotateZW(angle) {
669
+ const c = Math.cos(angle);
670
+ const s = Math.sin(angle);
671
+ const m = this.data;
672
+
673
+ for (let i = 0; i < 4; i++) {
674
+ const a2 = m[i + 8]; // Col 2
675
+ const a3 = m[i + 12]; // Col 3
676
+ m[i + 8] = a2 * c + a3 * s;
677
+ m[i + 12] = -a2 * s + a3 * c;
678
+ }
679
+ return this;
680
+ }
681
+
493
682
  // ========== ROTATION MATRICES FOR ALL 6 PLANES ==========
494
683
 
495
684
  /**
@@ -624,12 +813,12 @@ export class Mat4x4 {
624
813
  static rotationFromAngles(angles) {
625
814
  let result = Mat4x4.identity();
626
815
 
627
- if (angles.xy) result = result.multiply(Mat4x4.rotationXY(angles.xy));
628
- if (angles.xz) result = result.multiply(Mat4x4.rotationXZ(angles.xz));
629
- if (angles.yz) result = result.multiply(Mat4x4.rotationYZ(angles.yz));
630
- if (angles.xw) result = result.multiply(Mat4x4.rotationXW(angles.xw));
631
- if (angles.yw) result = result.multiply(Mat4x4.rotationYW(angles.yw));
632
- if (angles.zw) result = result.multiply(Mat4x4.rotationZW(angles.zw));
816
+ if (angles.xy) result.rotateXY(angles.xy);
817
+ if (angles.xz) result.rotateXZ(angles.xz);
818
+ if (angles.yz) result.rotateYZ(angles.yz);
819
+ if (angles.xw) result.rotateXW(angles.xw);
820
+ if (angles.yw) result.rotateYW(angles.yw);
821
+ if (angles.zw) result.rotateZW(angles.zw);
633
822
 
634
823
  return result;
635
824
  }
@@ -323,54 +323,108 @@ 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
  /**