import numpy as np import time import math from typing import List, Tuple, Dict, Any, Final # ============================================================================ # 1. DATA TYPES: 4-COMPONENT VECTORS & 4x4 MATRICES # ============================================================================ class Vector4D: """Master 4D Vector for (x, y, z, w) coordinates.""" def __init__(self, x=0.0, y=0.0, z=0.0, w=0.0): self.data = np.array([x, y, z, w], dtype=np.float64) def __repr__(self): return f"Vec4({self.data[0]:.2f}, {self.data[1]:.2f}, {self.data[2]:.2f}, {self.data[3]:.2f})" class Matrix4D: """Master 4x4 Matrix for Hyper-spatial Transformations.""" @staticmethod def identity(): return np.eye(4, dtype=np.float64) @staticmethod def translation(dx, dy, dz, dw): mat = np.eye(4) mat[0:4, 3] = [dx, dy, dz, dw] # Standard translation column return mat # ============================================================================ # 2. LOGIC: 4D ROTATION & TRANSLATION # ============================================================================ class HyperRotation: """Calculates rotations in 4D space across 6 primary planes.""" @staticmethod def rotate_xw(theta): c, s = np.cos(theta), np.sin(theta) return np.array([ [c, 0, 0, -s], [0, 1, 0, 0], [0, 0, 1, 0], [s, 0, 0, c] ]) @staticmethod def rotate_zw(theta): c, s = np.cos(theta), np.sin(theta) return np.array([ [1, 0, 0, 0], [0, 1, 0, 0], [0, 0, c, -s], [0, 0, s, c] ]) # ============================================================================ # 3. RENDERING: PERSPECTIVE / STEREOGRAPHIC PROJECTION # ============================================================================ class HyperRenderer: """Projects 4D Manifolds into 3D space for visualization.""" def __init__(self, distance=2.0): self.distance = distance def project_4d_to_3d(self, vec4: np.ndarray) -> np.ndarray: """ Applies Perspective Projection: P(x,y,z,w) -> P'(x',y',z'). w is treated as the depth factor for the 4th-dimensional slice. """ w_factor = 1 / (self.distance - vec4[3]) projection_matrix = np.array([ [w_factor, 0, 0, 0], [0, w_factor, 0, 0], [0, 0, w_factor, 0] ]) return np.dot(projection_matrix, vec4) # ============================================================================ # 4. PHYSICS: HYPER-SPATIAL COLLISION DETECTION # ============================================================================ class HyperPhysics: """Calculates 4D rigid body dynamics and proximity-based collision.""" def __init__(self, collision_threshold=0.5): self.threshold = collision_threshold def detect_collision(self, obj_a: np.ndarray, obj_b: np.ndarray) -> bool: """L2 Norm Euclidean distance check across 4 dimensions.""" distance = np.linalg.norm(obj_a - obj_b) return distance < self.threshold # ============================================================================ # TEST RUN: THE 4D TESSERACT SIMULATION # ============================================================================ def test_run_4d_engine(): print("--- ROMANAILABS 4D ENGINE: INITIALIZING TEST RUN ---") # 1. Initialize Objects (Two 4D points representing vertices) vertex_a = Vector4D(1, 1, 1, 1).data vertex_b = Vector4D(-1, -1, -1, -1).data renderer = HyperRenderer(distance=3.0) physics = HyperPhysics(collision_threshold=1.5) # 2. Apply 4D Rotation (XW Plane) rot_xw = HyperRotation.rotate_xw(np.pi / 4) # 45-degree rotation vertex_a_rotated = np.dot(rot_xw, vertex_a) # 3. Apply 4D Translation trans_mat = Matrix4D.translation(0.5, 0, 0, 0.2) vertex_a_final = np.dot(trans_mat, vertex_a_rotated) # 4. Perspective Projection to 3D view_3d = renderer.project_4d_to_3d(vertex_a_final) # 5. Physics Collision Check is_colliding = physics.detect_collision(vertex_a_final, vertex_b) # OUTPUT DATA print(f"[MATH] Original 4D: {vertex_a}") print(f"[LOGIC] Rotated/Trans: {vertex_a_final}") print(f"[RENDER] 3D Projection: {view_3d}") print(f"[PHYSIC] Collision: {'DETECTED' if is_colliding else 'NONE'}") if is_colliding: print("\nSTATUS: Tesseract node achieved dimensional overlap.") else: print("\nSTATUS: Manifold remains stable.") if __name__ == "__main__": test_run_4d_engine()