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math

Use when writing or reviewing geometry, simulation, collision, navigation, culling, procedural generation, transforms, or other performance-sensitive algorithms with the npm `math` package, or when the user invokes /math. Not for routine arithmetic or textbook explanations.

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dzhng/civsim
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SKILL.md
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math
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Use when writing or reviewing geometry, simulation, collision, navigation, culling, procedural generation, transforms, or other performance-sensitive algorithms with the npm `math` package, or when the user invokes /math. Not for routine arithmetic or textbook explanations.
# math Write data-oriented TypeScript on top of the npm `math` package: plain data, free functions, no classes, no allocation in hot paths. API docs are in `API.md` — every export with its signature, grouped by module and flat enough to grep. Find it at `node_modules/math/API.md` in a consuming project, or at the repo root when working on `math` itself. ## Types Every type is a plain fixed-length tuple of numbers — no classes, no wrappers, and not a typed array: - `Vec2` `[x, y]`, `Vec3` `[x, y, z]`, `Vec4` `[x, y, z, w]` - `Quat` `[x, y, z, w]`, `Quat2` `[x, y, z, w, x2, y2, z2, w2]` - `Euler` `[x, y, z, order?]`, radians, order defaulting to `'xyz'` - `Mat2` (4), `Mat2d` (6), `Mat3` (9), `Mat4` (16) — contiguous and column-major, with `Mat4` translation in `m[12]`, `m[13]`, `m[14]` - `Polar` `[r, theta]`, `Spherical` `[r, theta, phi]` ## Style - **Functions over data.** Export `function` declarations that take typed data and operate on it. Never classes for data, never closures that hold state. The one exception is a small fixed set of classes implementing a single structural type — a collector handed to a query to receive its hits, say — where the call site is polymorphic and a stable hidden class keeps it fast. - **`out` first, return `out`** for composite results: `fn(out: Vec3, a: Vec3, b: Vec3): Vec3`. Scalars and booleans return directly. - **Use result objects and `out` params over returning new objects.** When a result doesn't fit a vector, define a result type with a `createXResult()` factory beside it; report failure with a boolean or status enum rather than `out | null`. - **Assume the caller aliases** — the same array may arrive as both `out` and an input, as in `vec3.normalize(v, v)` or `vec3.cross(a, a, b)`. Read every input component into a local before the first write to `out`, so a write can't clobber an input still needed. - **Caller-owned state.** Long-lived state is plain data the caller allocates and owns. Functions receive it, mutate it in place, and return it. The library never owns the data lifecycle, so allocation happens once, ownership is explicit, and the object keeps one stable shape. Naming and file layout are up to the codebase. One common shape: ```ts export function createWorld(capacity: number) { return { capacity, count: 0, positions: new Float32Array(capacity * 3) }; } export type World = ReturnType<typeof createWorld>; export function stepWorld(world: World, delta: number): World { /* mutate, return world */ } export function getWorldPosition(out: Vec3, world: World, i: number): Vec3 { /* write out, return it */ } ``` - **Monomorphic state.** Build the object with the same keys in the same order every time. No optional fields, no keys added later. - **Allocate at creation, never per call.** Preallocate flat or typed arrays to capacity. When full, return a count, sentinel, or status rather than growing inside a hot loop. - **Compose `math` primitives** (`vec3`, `mat4`, `quat`, and the `math/shapes`, `math/geometry`, `math/noise`, `math/random`, `math/time` subpaths). - **Hoist invariants out of loops** ## Gotchas - Module-level scratch is named `_owner_purpose`. Grow-once buffers carry an explicit size counter rather than `push`/`pop`/`length = 0`. - Module-level scratch variables are not reentrant. Pass caller-owned workspace for recursive, nested, or worker code. - One epsilon does not fit every operation or scale. Choose each tolerance and say why. - Define behavior for empty input, zero-length vectors, degenerate geometry, NaN, and exact boundary contact. - Compare squared distances; reach for `squaredLength` / `squaredDistance` over their square-rooted pairs. - Integers in the range [-2^30, 2^30) are stored in the pointer itself (V8 Smi), with no heap object. Use them for indices, handles, packed IDs, bitmasks, and counts. - Where possible avoid plain array element kind transitions (small integers, doubles, array with holes). Especially avoid unnecessary SMI or PACKED_DOUBLE to holey transitions when holey arrays are not desired. - **Keep hot-path storage consistent.** Mixing plain arrays and typed arrays in the same math function can make element accesses polymorphic and reduce optimization. The tuple types help enforce this consistency. Casting a `Float32Array` to `Vec3` doesn't change its runtime storage. Marshal at boundaries when needed to keep the hot path monomorphic. - Don't assume a typed array is faster. A packed plain array is already unboxed and can still grow. Typed arrays buy footprint, a fixed layout, and zero-copy interop with workers, Wasm, and the GPU; they cost a capacity fixed up front and, for `Float32Array`, a narrowing conversion on every write. Choose one for interop or memory, not on a hunch about speed. - In a **library**, annotate module-level factory calls `/* @__PURE__ */` so a consumer's bundler can drop the scratch when the function is tree-shaken out. Application code does not need it. Deliver the implementation with its assumptions, complexity, edge cases, and focused tests. ## Working with other libs Marshal in, compute, marshal out — and allocate on neither crossing. Keep the scratch `math` types at module scope, fill them from the other library's values, run the algorithm as plain `math` calls, then write the results back. The seam is a few lines at each end of a function; everything between them is flat data. - **Marshal with whatever writes into memory you already own.** For flat buffers — an instanced attribute, a packed particle array — that's `vec3.fromBuffer(out, buffer, i * 3)` and `vec3.toBuffer(buffer, v, i * 3)` (also on `vec2`, `vec4`, `quat`), or `buffer.set(m, i * 16)` for a whole matrix, since `TypedArray.set` takes any array-like. - **State that crosses a worker, Wasm, or GPU boundary lives in a typed array from the start.** A plain-array `Vec3` can't be transferred or shared, so back the long-lived data with `Float32Array` / `SharedArrayBuffer` at creation and marshal at the edges. ### three.js Choose the integration based on who drives the hot path: - **Extend** when math updates many objects each frame. Use `extend(scene)` from `math/three` and cached transform records. - **Don't extend** when mostly using Three's transform API, frequently rebuilding the hierarchy, or only needing occasional math. Keep stock objects and marshal through reusable scratch. The `math/three` helpers for matrices, instancing, attributes, and culling work either way. See `API.md` for their usage. Instance matrix views use float32 storage, so keep simulation state separate. **What gets faster.** The tuple path can substantially speed up CPU transform updates by eliminating copies between math and Three, deferring quaternion-to-Euler conversion until Euler angles are read, and composing local matrices and propagating world matrices in a flat pass. Gains depend on the workload, so compare representative frames. **Use the hot path.** For objects already in `scene`, extend and cache records at setup. Mutate their tuples directly in the loop. `rotation` is a quaternion. ```ts import { quat, vec3, type Vec3 } from 'math'; import { extend, transformOf } from 'math/three'; extend(scene); const transforms = objects.map(transformOf); function step(velocities: Vec3[], delta: number): void { for (let i = 0; i < transforms.length; i++) { const t = transforms[i]; vec3.scaleAndAdd(t.position, t.position, velocities[i], delta); quat.rotateY(t.rotation, t.rotation, delta); } } ``` Rendering propagates matrices automatically. Call `propagate(scene)` once before queries that need current world matrices. Cache records only while objects stay extended. **What costs more.** Extending allocates records and replaces transform properties with views. Adding, removing, or reparenting objects requires rebuilding the flat traversal. Three-style property access goes through accessors, and Euler reads check for quaternion changes and derive angles when needed. Heavy use of these paths can offset the tuple gains. Custom `updateMatrixWorld` overrides retain their own traversal. **Without extension.** This performs the same update on stock Three objects. Allocate scratch once, marshal in, compute, and marshal out. Always pass a target to `toArray` to avoid allocation. ```ts import { quat, vec3, type Vec3 } from 'math'; import type { Object3D } from 'three'; const _step_position = vec3.create(); const _step_rotation = quat.create(); function step(object: Object3D, velocity: Vec3, delta: number): void { object.position.toArray(_step_position); object.quaternion.toArray(_step_rotation); vec3.scaleAndAdd(_step_position, _step_position, velocity, delta); quat.rotateY(_step_rotation, _step_rotation, delta); object.position.fromArray(_step_position); object.quaternion.fromArray(_step_rotation); } ```
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