spatial-transform
Pure, dependency-free transform math for the spatial attachment mechanics
(see SPATIAL-DESIGN.md) — vector/quaternion ops plus the compose ↔ relative pair
that underpins place-relative and transition (re-parent preserving world pose).
Plain {x,y,z} / {x,y,z,w} objects, no Babylon, so it unit-tests headless like
fly-by-wire and terrain-grid. The Babylon
bridge (reading node world matrices, setParent, floating-origin world-root
flipping, the declarative elements) lives elsewhere and delegates the math here.