@sebastianwessel/isostate 0.2.0 → 0.4.0
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.
- package/dist/browser/isostate.runtime.js +4 -4
- package/dist/browser/isostate.runtime.js.map +7 -6
- package/dist/chunks/{index-DoyWxJDm.js → index-C3qcXbPI.js} +6 -1145
- package/dist/chunks/index-C3qcXbPI.js.map +1 -0
- package/dist/chunks/rendering-engine-BUUV3Qq-.js +1124 -0
- package/dist/chunks/rendering-engine-BUUV3Qq-.js.map +1 -0
- package/dist/chunks/scene-parser-B9SPDLYs.js +2688 -0
- package/dist/chunks/scene-parser-B9SPDLYs.js.map +1 -0
- package/dist/chunks/sha256-4JuurR-b.js +69 -0
- package/dist/chunks/sha256-4JuurR-b.js.map +1 -0
- package/dist/dsl/browser.d.ts +7 -0
- package/dist/dsl/browser.d.ts.map +1 -0
- package/dist/dsl/browser.js +5 -0
- package/dist/dsl/browser.js.map +1 -0
- package/dist/dsl/compiler.d.ts.map +1 -1
- package/dist/dsl/index.js +4 -2299
- package/dist/dsl/index.js.map +1 -1
- package/dist/dsl/scene-parser.d.ts.map +1 -1
- package/dist/dsl/scene-validator.d.ts.map +1 -1
- package/dist/editor-support/adapter.d.ts +47 -0
- package/dist/editor-support/adapter.d.ts.map +1 -0
- package/dist/editor-support/geometry.d.ts +32 -0
- package/dist/editor-support/geometry.d.ts.map +1 -0
- package/dist/editor-support/hit-test.d.ts +29 -0
- package/dist/editor-support/hit-test.d.ts.map +1 -0
- package/dist/editor-support/index.d.ts +7 -0
- package/dist/editor-support/index.d.ts.map +1 -0
- package/dist/editor-support/index.js +429 -0
- package/dist/editor-support/index.js.map +1 -0
- package/dist/index.js +3 -1
- package/dist/index.js.map +1 -1
- package/dist/rendering/asset-node.d.ts +2 -1
- package/dist/rendering/asset-node.d.ts.map +1 -1
- package/dist/rendering/rendering-engine.d.ts +13 -0
- package/dist/rendering/rendering-engine.d.ts.map +1 -1
- package/dist/runtime/index.js +3 -1
- package/dist/runtime/index.js.map +1 -1
- package/dist/runtime/mount-scene.d.ts.map +1 -1
- package/dist/types/assets.d.ts +27 -2
- package/dist/types/assets.d.ts.map +1 -1
- package/dist/types/index.d.ts +4 -4
- package/dist/types/index.d.ts.map +1 -1
- package/dist/types/node.d.ts +15 -2
- package/dist/types/node.d.ts.map +1 -1
- package/dist/types/runtime-bundle.d.ts +5 -0
- package/dist/types/runtime-bundle.d.ts.map +1 -1
- package/dist/types/scene.d.ts +25 -2
- package/dist/types/scene.d.ts.map +1 -1
- package/dist/types/validation.d.ts +6 -0
- package/dist/types/validation.d.ts.map +1 -1
- package/dist/utils/sha256.d.ts +3 -0
- package/dist/utils/sha256.d.ts.map +1 -0
- package/package.json +9 -1
- package/dist/chunks/index-DoyWxJDm.js.map +0 -1
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{"version":3,"file":"index-C3qcXbPI.js","sources":["../../src/animation/animation-engine.ts","../../src/utils/easing.ts","../../src/animation/controller.ts","../../src/runtime/mount-scene.ts"],"sourcesContent":["import type {\n\tAmbientAnimation,\n\tLifecycleStatus,\n\tPrimitiveContent,\n\tRuntimeConnectorState,\n\tRuntimeConnectorStyle,\n\tRuntimeElementState,\n\tTextContent,\n} from \"../types/node.ts\";\nimport type { RuntimeBundle } from \"../types/runtime-bundle.ts\";\n\nexport type LifecycleKey = \"entering\" | \"present\" | \"exiting\" | \"removed\";\n\n/** Internal state tracked per element across frames. */\ninterface ElementFrame {\n\tid: string;\n\tasset: string;\n\tpos: [number, number];\n\tsize: number;\n\tlifecycle: LifecycleStatus;\n\tambient: AmbientAnimation[];\n\tlayer: string;\n\tentry?: string;\n\texit?: string;\n\ttext?: TextContent;\n\tprimitive?: PrimitiveContent;\n}\n\n/** Internal state tracked per connector across frames. */\ninterface ConnectorFrame {\n\tid: string;\n\troute: [number, number][];\n\tlayer: string;\n\tlifecycle: LifecycleStatus;\n\tstyle: RuntimeConnectorStyle;\n\tstart: RuntimeConnectorState[\"start\"];\n\tend: RuntimeConnectorState[\"end\"];\n\tdirection: RuntimeConnectorState[\"direction\"];\n\tambient: AmbientAnimation[];\n\tentry?: string;\n\texit?: string;\n}\n\n/** Interpolation result for a frame update. */\nexport interface FrameUpdate {\n\tid: string;\n\tasset: string;\n\tlifecycle: LifecycleKey;\n\tambient: AmbientAnimation[];\n\tpos: [number, number];\n\tsize: number;\n\tlayer: string;\n\tentry?: string;\n\texit?: string;\n\ttext?: TextContent;\n\tprimitive?: PrimitiveContent;\n}\n\n/** Interpolation result for a connector frame update. */\nexport interface ConnectorFrameUpdate {\n\tid: string;\n\troute: [number, number][];\n\tlayer: string;\n\tlifecycle: LifecycleKey;\n\tstyle: RuntimeConnectorStyle;\n\tstart: RuntimeConnectorState[\"start\"];\n\tend: RuntimeConnectorState[\"end\"];\n\tdirection: RuntimeConnectorState[\"direction\"];\n\tambient: AmbientAnimation[];\n\tentry?: string;\n\texit?: string;\n}\n\n/**\n * Animation engine — resolves progress against compiled RuntimeBundle scene stops.\n *\n * The engine does not manipulate DOM. It computes interpolation data and lifecycle\n * transitions that the controller applies to the rendering engine.\n */\nexport class AnimationEngine {\n\tprivate _bundle: RuntimeBundle | null = null;\n\tprivate _progress = 0;\n\tprivate _paused = false;\n\tprivate _prevFrameMap = new Map<string, ElementFrame>();\n\tprivate _elementFrameMap = new Map<string, ElementFrame>();\n\tprivate _prevConnectorFrameMap = new Map<string, ConnectorFrame>();\n\tprivate _connectorFrameMap = new Map<string, ConnectorFrame>();\n\n\tget bundle(): RuntimeBundle | null {\n\t\treturn this._bundle;\n\t}\n\n\tget progress(): number {\n\t\treturn this._progress;\n\t}\n\n\tgetProgress(): number {\n\t\treturn this._progress;\n\t}\n\n\tget paused(): boolean {\n\t\treturn this._paused;\n\t}\n\n\tisPaused(): boolean {\n\t\treturn this._paused;\n\t}\n\n\tget elementsCount(): number {\n\t\treturn this._elementFrameMap.size;\n\t}\n\n\tget connectorsCount(): number {\n\t\treturn this._connectorFrameMap.size;\n\t}\n\n\t/** Initialize with a compiled runtime bundle. */\n\tinit(bundle: RuntimeBundle): void {\n\t\tthis._bundle = bundle;\n\t\tthis._progress = 0;\n\t\tthis._paused = false;\n\t\tthis._prevFrameMap.clear();\n\t\tthis._elementFrameMap.clear();\n\t\tthis._prevConnectorFrameMap.clear();\n\t\tthis._connectorFrameMap.clear();\n\n\t\tconst initial = resolveFrameMap(bundle, 0);\n\t\tthis._elementFrameMap = initial;\n\t\tthis._prevFrameMap = cloneFrameMap(initial);\n\t\tconst initialConnectors = resolveConnectorFrameMap(bundle, 0);\n\t\tthis._connectorFrameMap = initialConnectors;\n\t\tthis._prevConnectorFrameMap = cloneConnectorFrameMap(initialConnectors);\n\t}\n\n\t/** Set current scroll progress (0-1) and compute frame update. */\n\tsetProgress(progress: number): void {\n\t\tconst clamped = Math.max(0, Math.min(1, progress));\n\t\tif (this._paused) return;\n\t\tthis._progress = clamped;\n\t\tif (!this._bundle) return;\n\n\t\tthis._prevFrameMap = cloneFrameMap(this._elementFrameMap);\n\t\tthis._elementFrameMap = resolveFrameMap(this._bundle, clamped);\n\t\tthis._prevConnectorFrameMap = cloneConnectorFrameMap(this._connectorFrameMap);\n\t\tthis._connectorFrameMap = resolveConnectorFrameMap(this._bundle, clamped);\n\t}\n\n\t/** Get interpolated FrameUpdate for an element id or runtime element. */\n\tgetElementUpdate(element: string | Pick<RuntimeElementState, \"id\">): FrameUpdate {\n\t\tconst id = typeof element === \"string\" ? element : element.id;\n\t\tconst frame = this._elementFrameMap.get(id);\n\t\tif (!frame) {\n\t\t\treturn {\n\t\t\t\tid,\n\t\t\t\tasset: \"\",\n\t\t\t\tlifecycle: \"removed\",\n\t\t\t\tambient: [],\n\t\t\t\tpos: [0, 0],\n\t\t\t\tsize: 1,\n\t\t\t\tlayer: \"\",\n\t\t\t};\n\t\t}\n\t\treturn frameToUpdate(frame);\n\t}\n\n\tgetFrameUpdates(): FrameUpdate[] {\n\t\treturn [...this._elementFrameMap.values()].map(frameToUpdate);\n\t}\n\n\t/** Get interpolated ConnectorFrameUpdate for a connector id or runtime connector. */\n\tgetConnectorUpdate(connector: string | Pick<RuntimeConnectorState, \"id\">): ConnectorFrameUpdate {\n\t\tconst id = typeof connector === \"string\" ? connector : connector.id;\n\t\tconst frame = this._connectorFrameMap.get(id);\n\t\tif (!frame) return connectorFrameToUpdate(removedConnectorFrame(id));\n\t\treturn connectorFrameToUpdate(frame);\n\t}\n\n\tgetConnectorFrameUpdates(): ConnectorFrameUpdate[] {\n\t\treturn [...this._connectorFrameMap.values()].map(connectorFrameToUpdate);\n\t}\n\n\t/** Compute lifecycle transition between previous and current frame. */\n\tgetLifecycleTransition(elId: string): {\n\t\tfrom: LifecycleKey;\n\t\tto: LifecycleKey;\n\t} | null {\n\t\tconst prev = this._prevFrameMap.get(elId);\n\t\tconst current = this._elementFrameMap.get(elId);\n\t\tconst from = (prev?.lifecycle ?? \"removed\") as LifecycleKey;\n\t\tconst to = (current?.lifecycle ?? \"removed\") as LifecycleKey;\n\t\tif (from === to) return null;\n\t\treturn {\n\t\t\tfrom,\n\t\t\tto,\n\t\t};\n\t}\n\n\t/** Compute lifecycle transition between previous and current connector frame. */\n\tgetConnectorLifecycleTransition(connectorId: string): {\n\t\tfrom: LifecycleKey;\n\t\tto: LifecycleKey;\n\t} | null {\n\t\tconst prev = this._prevConnectorFrameMap.get(connectorId);\n\t\tconst current = this._connectorFrameMap.get(connectorId);\n\t\tconst from = (prev?.lifecycle ?? \"removed\") as LifecycleKey;\n\t\tconst to = (current?.lifecycle ?? \"removed\") as LifecycleKey;\n\t\tif (from === to) return null;\n\t\treturn {\n\t\t\tfrom,\n\t\t\tto,\n\t\t};\n\t}\n\n\tgetCurrentState(): RuntimeBundle[\"scenes\"][number] | null {\n\t\tconst bundle = this._bundle;\n\t\tif (!bundle) return null;\n\t\tconst pair = findSurroundingStops(bundle.scenes, this._progress);\n\t\treturn pair?.nextStop ?? bundle.scenes[0] ?? null;\n\t}\n\n\tpause(): void {\n\t\tthis._paused = true;\n\t}\n\n\tresume(): void {\n\t\tthis._paused = false;\n\t}\n\n\tdestroy(): void {\n\t\tthis._bundle = null;\n\t\tthis._progress = 0;\n\t\tthis._paused = false;\n\t\tthis._elementFrameMap.clear();\n\t\tthis._prevFrameMap.clear();\n\t\tthis._connectorFrameMap.clear();\n\t\tthis._prevConnectorFrameMap.clear();\n\t}\n}\n\n// ── Interpolation helpers ──────────────────────────────────────────────────\n\nfunction resolveFrameMap(bundle: RuntimeBundle, progress: number): Map<string, ElementFrame> {\n\tconst pair = findSurroundingStops(bundle.scenes, progress);\n\tconst result = new Map<string, ElementFrame>();\n\tif (!pair) return result;\n\n\tconst ids = new Set<string>();\n\tfor (const stop of bundle.scenes) {\n\t\tfor (const element of stop.elements ?? []) ids.add(element.id);\n\t}\n\tfor (const element of pair.prevStop.elements ?? []) ids.add(element.id);\n\tfor (const element of pair.nextStop.elements ?? []) ids.add(element.id);\n\n\tfor (const id of ids) {\n\t\tconst frame = withRemovedElementGeometry(\n\t\t\tinterpolateElement(id, pair.prevStop, pair.nextStop, pair.t),\n\t\t\tbundle.scenes,\n\t\t\tid,\n\t\t\tprogress,\n\t\t);\n\t\tresult.set(id, frame);\n\t}\n\n\treturn result;\n}\n\nfunction resolveConnectorFrameMap(bundle: RuntimeBundle, progress: number): Map<string, ConnectorFrame> {\n\tconst pair = findSurroundingStops(bundle.scenes, progress);\n\tconst result = new Map<string, ConnectorFrame>();\n\tif (!pair) return result;\n\n\tconst ids = new Set<string>();\n\tfor (const stop of bundle.scenes) {\n\t\tfor (const connector of stop.connectors ?? []) ids.add(connector.id);\n\t}\n\tfor (const connector of pair.prevStop.connectors ?? []) ids.add(connector.id);\n\tfor (const connector of pair.nextStop.connectors ?? []) ids.add(connector.id);\n\n\tfor (const id of ids) {\n\t\tconst frame = interpolateConnector(id, pair.prevStop, pair.nextStop, pair.t);\n\t\tresult.set(id, frame);\n\t}\n\n\treturn result;\n}\n\nfunction findSurroundingStops(\n\tstops: RuntimeBundle[\"scenes\"],\n\tprogress: number,\n): {\n\tprevStop: RuntimeBundle[\"scenes\"][number];\n\tnextStop: RuntimeBundle[\"scenes\"][number];\n\tt: number;\n\tnextIndex: number;\n} | null {\n\tif (stops.length === 0) return null;\n\tconst sorted = [...stops].sort((a, b) => a.progress - b.progress);\n\tif (sorted.length === 1 || progress <= sorted[0].progress) {\n\t\treturn { prevStop: sorted[0], nextStop: sorted[0], t: 0, nextIndex: 0 };\n\t}\n\n\tconst lastIndex = sorted.length - 1;\n\tif (progress >= sorted[lastIndex].progress) {\n\t\treturn {\n\t\t\tprevStop: sorted[lastIndex - 1] ?? sorted[lastIndex],\n\t\t\tnextStop: sorted[lastIndex],\n\t\t\tt: 1,\n\t\t\tnextIndex: lastIndex,\n\t\t};\n\t}\n\n\tfor (let i = 1; i < sorted.length; i++) {\n\t\tconst nextStop = sorted[i];\n\t\tif (nextStop.progress >= progress) {\n\t\t\tconst prevStop = sorted[i - 1];\n\t\t\tconst range = nextStop.progress - prevStop.progress;\n\t\t\tconst t = range > 0 ? (progress - prevStop.progress) / range : 0;\n\t\t\treturn { prevStop, nextStop, t, nextIndex: i };\n\t\t}\n\t}\n\n\treturn null;\n}\n\nfunction interpolateElement(\n\tid: string,\n\tprevStop: RuntimeBundle[\"scenes\"][number],\n\tnextStop: RuntimeBundle[\"scenes\"][number],\n\tt: number,\n): ElementFrame {\n\tconst prev = findElement(prevStop, id);\n\tconst next = findElement(nextStop, id);\n\tconst source = next ?? prev;\n\tif (!source) {\n\t\treturn removedFrame(id);\n\t}\n\n\tif (!prev || prev.presence === \"removed\") {\n\t\treturn frameFromElement(source, source.presence === \"removed\" || t < 1 ? \"removed\" : source.presence);\n\t}\n\n\tif (!next || next.presence === \"removed\") {\n\t\treturn frameFromElement(prev, t < 1 ? prev.presence : \"removed\");\n\t}\n\n\tconst lifecycle = t < 1 ? prev.presence : next.presence;\n\treturn {\n\t\tid,\n\t\tasset: next.asset,\n\t\tpos: interpolatePos(prev.pos, next.pos, t),\n\t\tsize: prev.size + (next.size - prev.size) * t,\n\t\tlifecycle,\n\t\tambient: cloneAmbient(next.ambient),\n\t\tlayer: t < 1 ? prev.layer : next.layer,\n\t\tentry: next.enter ?? prev.enter,\n\t\texit: next.exit ?? prev.exit,\n\t\ttext: cloneText(next.text ?? prev.text),\n\t\tprimitive: clonePrimitive(next.primitive ?? prev.primitive),\n\t};\n}\n\nfunction interpolateConnector(\n\tid: string,\n\tprevStop: RuntimeBundle[\"scenes\"][number],\n\tnextStop: RuntimeBundle[\"scenes\"][number],\n\tt: number,\n): ConnectorFrame {\n\tconst prev = findConnector(prevStop, id);\n\tconst next = findConnector(nextStop, id);\n\tconst source = next ?? prev;\n\tif (!source) return removedConnectorFrame(id);\n\n\tif (!prev || prev.presence === \"removed\") {\n\t\treturn frameFromConnector(source, source.presence === \"removed\" || t < 1 ? \"removed\" : source.presence);\n\t}\n\n\tif (!next || next.presence === \"removed\") {\n\t\treturn frameFromConnector(prev, t < 1 ? prev.presence : \"removed\");\n\t}\n\n\tconst lifecycle = t < 1 ? prev.presence : next.presence;\n\treturn {\n\t\tid,\n\t\troute: interpolateRoute(prev.route, next.route, t),\n\t\tlayer: t < 1 ? prev.layer : next.layer,\n\t\tlifecycle,\n\t\tstyle: cloneConnectorStyle(t < 1 ? prev.style : next.style),\n\t\tstart: next.start,\n\t\tend: next.end,\n\t\tdirection: next.direction,\n\t\tambient: cloneAmbient(next.ambient),\n\t\tentry: next.enter ?? prev.enter,\n\t\texit: next.exit ?? prev.exit,\n\t};\n}\n\nfunction findElement(stop: RuntimeBundle[\"scenes\"][number], id: string): RuntimeElementState | undefined {\n\treturn (stop.elements ?? []).find((element) => element.id === id);\n}\n\nfunction findConnector(stop: RuntimeBundle[\"scenes\"][number], id: string): RuntimeConnectorState | undefined {\n\treturn (stop.connectors ?? []).find((connector) => connector.id === id);\n}\n\nfunction withRemovedElementGeometry(\n\tframe: ElementFrame,\n\tstops: RuntimeBundle[\"scenes\"],\n\tid: string,\n\tprogress: number,\n): ElementFrame {\n\tif (frame.lifecycle !== \"removed\") return frame;\n\tconst reference = findNearestElementGeometry(stops, id, progress);\n\tif (!reference) return frame;\n\treturn {\n\t\t...frame,\n\t\tasset: reference.asset,\n\t\tpos: [...reference.pos],\n\t\tsize: reference.size,\n\t\tambient: cloneAmbient(reference.ambient),\n\t\tlayer: reference.layer,\n\t\tentry: reference.enter,\n\t\texit: reference.exit,\n\t\ttext: cloneText(reference.text),\n\t\tprimitive: clonePrimitive(reference.primitive),\n\t};\n}\n\nfunction findNearestElementGeometry(\n\tstops: RuntimeBundle[\"scenes\"],\n\tid: string,\n\tprogress: number,\n): RuntimeElementState | undefined {\n\tconst sorted = [...stops].sort((a, b) => a.progress - b.progress);\n\tconst next = sorted\n\t\t.filter((stop) => stop.progress >= progress)\n\t\t.flatMap((stop) => stop.elements ?? [])\n\t\t.find((element) => element.id === id && element.presence !== \"removed\");\n\tif (next) return next;\n\n\tfor (let index = sorted.length - 1; index >= 0; index -= 1) {\n\t\tif (sorted[index].progress > progress) continue;\n\t\tconst previous = (sorted[index].elements ?? []).find(\n\t\t\t(element) => element.id === id && element.presence !== \"removed\",\n\t\t);\n\t\tif (previous) return previous;\n\t}\n\treturn undefined;\n}\n\nfunction frameFromElement(element: RuntimeElementState, lifecycle: LifecycleStatus = element.presence): ElementFrame {\n\treturn {\n\t\tid: element.id,\n\t\tasset: element.asset,\n\t\tpos: [...element.pos],\n\t\tsize: element.size,\n\t\tlifecycle,\n\t\tambient: cloneAmbient(element.ambient),\n\t\tlayer: element.layer,\n\t\tentry: element.enter,\n\t\texit: element.exit,\n\t\ttext: cloneText(element.text),\n\t\tprimitive: clonePrimitive(element.primitive),\n\t};\n}\n\nfunction frameFromConnector(\n\tconnector: RuntimeConnectorState,\n\tlifecycle: LifecycleStatus = connector.presence,\n): ConnectorFrame {\n\treturn {\n\t\tid: connector.id,\n\t\troute: cloneRoute(connector.route),\n\t\tlayer: connector.layer,\n\t\tlifecycle,\n\t\tstyle: cloneConnectorStyle(connector.style),\n\t\tstart: connector.start,\n\t\tend: connector.end,\n\t\tdirection: connector.direction,\n\t\tambient: cloneAmbient(connector.ambient),\n\t\tentry: connector.enter,\n\t\texit: connector.exit,\n\t};\n}\n\nfunction removedFrame(id: string): ElementFrame {\n\treturn {\n\t\tid,\n\t\tasset: \"\",\n\t\tpos: [0, 0],\n\t\tsize: 1,\n\t\tlifecycle: \"removed\",\n\t\tambient: [],\n\t\tlayer: \"\",\n\t};\n}\n\nfunction removedConnectorFrame(id: string): ConnectorFrame {\n\treturn {\n\t\tid,\n\t\troute: [],\n\t\tlayer: \"\",\n\t\tlifecycle: \"removed\",\n\t\tstyle: {\n\t\t\tvariant: \"line\",\n\t\t\tpattern: \"solid\",\n\t\t\tstroke: \"#2563eb\",\n\t\t\tstrokeWidth: 3,\n\t\t\topacity: 1,\n\t\t\toutlineWidth: 0,\n\t\t\tlane: \"none\",\n\t\t},\n\t\tstart: \"none\",\n\t\tend: \"none\",\n\t\tdirection: \"route\",\n\t\tambient: [],\n\t};\n}\n\nfunction interpolatePos(prev: [number, number], next: [number, number], t: number): [number, number] {\n\treturn [prev[0] + (next[0] - prev[0]) * t, prev[1] + (next[1] - prev[1]) * t];\n}\n\nfunction interpolateRoute(prev: [number, number][], next: [number, number][], t: number): [number, number][] {\n\tif (prev.length !== next.length) return cloneRoute(t < 1 ? prev : next);\n\treturn prev.map((point, index) => interpolatePos(point, next[index], t));\n}\n\nfunction cloneRoute(route: [number, number][]): [number, number][] {\n\treturn route.map((point) => [point[0], point[1]]);\n}\n\nfunction cloneConnectorStyle(style: RuntimeConnectorStyle): RuntimeConnectorStyle {\n\treturn {\n\t\t...style,\n\t\t...(style.dash ? { dash: [...style.dash] as [number, number] } : {}),\n\t};\n}\n\nfunction cloneAmbient(ambient: AmbientAnimation[] | undefined): AmbientAnimation[] {\n\treturn (ambient ?? []).map((item) => ({ ...item }));\n}\n\nfunction frameToUpdate(frame: ElementFrame): FrameUpdate {\n\treturn {\n\t\tid: frame.id,\n\t\tasset: frame.asset,\n\t\tlifecycle: frame.lifecycle as LifecycleKey,\n\t\tambient: cloneAmbient(frame.ambient),\n\t\tpos: [...frame.pos],\n\t\tsize: frame.size,\n\t\tlayer: frame.layer,\n\t\tentry: frame.entry,\n\t\texit: frame.exit,\n\t\ttext: cloneText(frame.text),\n\t\tprimitive: clonePrimitive(frame.primitive),\n\t};\n}\n\nfunction connectorFrameToUpdate(frame: ConnectorFrame): ConnectorFrameUpdate {\n\treturn {\n\t\tid: frame.id,\n\t\troute: cloneRoute(frame.route),\n\t\tlayer: frame.layer,\n\t\tlifecycle: frame.lifecycle as LifecycleKey,\n\t\tstyle: cloneConnectorStyle(frame.style),\n\t\tstart: frame.start,\n\t\tend: frame.end,\n\t\tdirection: frame.direction,\n\t\tambient: cloneAmbient(frame.ambient),\n\t\tentry: frame.entry,\n\t\texit: frame.exit,\n\t};\n}\n\nfunction cloneFrameMap(map: Map<string, ElementFrame>): Map<string, ElementFrame> {\n\tconst clone = new Map<string, ElementFrame>();\n\tfor (const [id, frame] of map) {\n\t\tclone.set(id, {\n\t\t\t...frame,\n\t\t\tpos: [...frame.pos],\n\t\t\tambient: cloneAmbient(frame.ambient),\n\t\t\ttext: cloneText(frame.text),\n\t\t\tprimitive: clonePrimitive(frame.primitive),\n\t\t});\n\t}\n\treturn clone;\n}\n\nfunction cloneText(text: TextContent | undefined): TextContent | undefined {\n\treturn text ? { ...text } : undefined;\n}\n\nfunction clonePrimitive(primitive: PrimitiveContent | undefined): PrimitiveContent | undefined {\n\tif (!primitive) return undefined;\n\treturn {\n\t\t...(primitive.rectangle\n\t\t\t? {\n\t\t\t\t\trectangle: {\n\t\t\t\t\t\t...primitive.rectangle,\n\t\t\t\t\t\tdash: cloneDash(primitive.rectangle.dash),\n\t\t\t\t\t},\n\t\t\t\t}\n\t\t\t: {}),\n\t\t...(primitive.circle\n\t\t\t? {\n\t\t\t\t\tcircle: {\n\t\t\t\t\t\t...primitive.circle,\n\t\t\t\t\t\tdash: cloneDash(primitive.circle.dash),\n\t\t\t\t\t},\n\t\t\t\t}\n\t\t\t: {}),\n\t\t...(primitive.polygon\n\t\t\t? {\n\t\t\t\t\tpolygon: {\n\t\t\t\t\t\t...primitive.polygon,\n\t\t\t\t\t\tdash: cloneDash(primitive.polygon.dash),\n\t\t\t\t\t\tpoints: cloneRoute(primitive.polygon.points),\n\t\t\t\t\t},\n\t\t\t\t}\n\t\t\t: {}),\n\t\t...(primitive.line\n\t\t\t? {\n\t\t\t\t\tline: {\n\t\t\t\t\t\t...primitive.line,\n\t\t\t\t\t\tdash: cloneDash(primitive.line.dash),\n\t\t\t\t\t\tpoints: cloneRoute(primitive.line.points),\n\t\t\t\t\t},\n\t\t\t\t}\n\t\t\t: {}),\n\t};\n}\n\nfunction cloneDash(dash: [number, number] | undefined): [number, number] | undefined {\n\treturn dash ? [dash[0], dash[1]] : undefined;\n}\n\nfunction cloneConnectorFrameMap(map: Map<string, ConnectorFrame>): Map<string, ConnectorFrame> {\n\tconst clone = new Map<string, ConnectorFrame>();\n\tfor (const [id, frame] of map) {\n\t\tclone.set(id, {\n\t\t\t...frame,\n\t\t\troute: cloneRoute(frame.route),\n\t\t\tstyle: cloneConnectorStyle(frame.style),\n\t\t\tambient: cloneAmbient(frame.ambient),\n\t\t});\n\t}\n\treturn clone;\n}\n","/** Easing function type */\nexport type EasingFn = (t: number) => number;\n\n/** Easing configuration type */\nexport type EasingType = \"linear\" | \"easeInCubic\" | \"easeInOutCubic\" | \"easeOutCubic\";\n\n/**\n * Linear easing (no interpolation).\n */\nexport function linear(t: number): number {\n\treturn t;\n}\n\n/**\n * Cubic ease-in: starts slowly, accelerates.\n */\nexport function easeInCubic(t: number): number {\n\treturn t * t * t;\n}\n\n/**\n * Cubic ease-out: starts fast, decelerates.\n */\nexport function easeOutCubic(t: number): number {\n\treturn 1 - (1 - t) ** 3;\n}\n\n/**\n * Cubic ease-in-out: slow start, fast middle, slow end.\n */\nexport function easeInOutCubic(t: number): number {\n\treturn t < 0.5 ? 4 * t * t * t : 1 - (-2 * t + 2) ** 3 / 2;\n}\n\n/**\n * Resolve an easing type string to a function.\n */\nexport function resolveEasing(type: EasingType): EasingFn {\n\tswitch (type) {\n\t\tcase \"linear\":\n\t\t\treturn linear;\n\t\tcase \"easeInCubic\":\n\t\t\treturn easeInCubic;\n\t\tcase \"easeOutCubic\":\n\t\t\treturn easeOutCubic;\n\t\tcase \"easeInOutCubic\":\n\t\t\treturn easeInOutCubic;\n\t}\n}\n","import {\n\tanimateElement,\n\tapplySceneViewBox,\n\tgetConnectorState,\n\tgetCurrentElementBounds,\n\tgetElementState,\n\tgetGridAreaBounds,\n\tgetResolvedViewBox,\n\thideElementAfterExit,\n\tunhideElementOnReadd,\n\tupdateElementTransforms,\n\ttype ViewBoxRect,\n} from \"../rendering/rendering-engine.ts\";\nimport { ControllerError } from \"../types/errors.ts\";\nimport type {\n\tCameraGridArea,\n\tCameraZoomOptions,\n\tEntryAnimation,\n\tExitAnimation,\n\tRuntimeCameraTarget,\n\tRuntimeConnectorState,\n\tRuntimeElementState,\n} from \"../types/node.ts\";\nimport type { RuntimeBundle } from \"../types/runtime-bundle.ts\";\nimport { type EasingType, resolveEasing } from \"../utils/easing.ts\";\nimport { AnimationEngine } from \"./animation-engine.ts\";\n\n// ── Event types ────────────────────────────────────────────────────────────\n\nexport interface ControllerEvents {\n\t\"progress-change\": (progress: number) => void;\n\t\"scene-change\": (index: number) => void;\n\t\"camera-change\": (state: CameraState) => void;\n\tpaused: () => void;\n\tresumed: () => void;\n}\n\ntype EventKey = keyof ControllerEvents;\ntype AnyEventListener = (...args: unknown[]) => void;\ntype LifecycleTransition = {\n\tfrom: RuntimeElementState[\"presence\"];\n\tto: RuntimeElementState[\"presence\"];\n};\ntype RequiredCameraFocus = {\n\ttarget: RuntimeCameraTarget;\n\tpadding?: number;\n\tduration?: number;\n\teasing?: \"linear\" | \"ease-in-out\" | \"ease-out\";\n};\n\n// ── Controller config ──────────────────────────────────────────────────────\n\nexport interface ControllerConfig {\n\t/** Scroll container used to derive progress. Defaults to the mount target in `mountScene()`. */\n\tcontainer?: HTMLElement;\n\t/** SVG scene updated by this controller. Defaults to the first SVG in `container` for direct controller usage. */\n\tsceneElement?: SVGSVGElement;\n\tscrollDirection?: \"vertical\" | \"horizontal\";\n\tscrollOffset?: {\n\t\ttop?: number;\n\t\tbottom?: number;\n\t\tleft?: number;\n\t\tright?: number;\n\t};\n\tminProgress?: number;\n\tmaxProgress?: number;\n\tkeyboardControls?: boolean;\n\ttouchControls?: boolean;\n\tscrollSensitivity?: number;\n\ttransitionDuration?: number;\n\ttransitionEasing?: \"linear\" | \"ease-in-out\" | \"ease-out\";\n}\n\nexport type { CameraGridArea, CameraZoomOptions };\n\nexport interface CameraState {\n\tviewBox: ViewBoxRect;\n\ttarget?: RuntimeCameraTarget;\n\tisZoomed: boolean;\n}\n\ntype ResolvedControllerConfig = Required<Omit<ControllerConfig, \"container\" | \"sceneElement\">> & {\n\tcontainer?: HTMLElement;\n\tsceneElement?: SVGSVGElement;\n};\n\nconst DEFAULT_CONFIG: Required<Omit<ControllerConfig, \"container\" | \"sceneElement\">> = {\n\tscrollDirection: \"vertical\",\n\tscrollOffset: {},\n\tminProgress: 0,\n\tmaxProgress: 1,\n\tkeyboardControls: false,\n\ttouchControls: false,\n\tscrollSensitivity: 1.0,\n\ttransitionDuration: 600,\n\ttransitionEasing: \"ease-in-out\",\n};\n\ninterface ControllerRuntime {\n\tengine?: AnimationEngine;\n\tsceneElement?: SVGSVGElement;\n}\n\n// ── Controller implementation ──────────────────────────────────────────────\n\n/**\n * Animation controller — manages scroll progress, scene navigation,\n * and delegates to the animation engine for frame updates.\n */\nexport class AnimationController {\n\tprivate _engine = new AnimationEngine();\n\tprivate _bundle: RuntimeBundle | null = null;\n\tprivate _sceneIndex = 0;\n\tprivate _progress = 0;\n\tprivate _paused = false;\n\tprivate _config: ResolvedControllerConfig = DEFAULT_CONFIG;\n\tprivate _container: HTMLElement | null = null;\n\tprivate _sceneElement: SVGSVGElement | null = null;\n\tprivate _ownsEngine = true;\n\tprivate _rafId: number | null = null;\n\tprivate _pendingProgress: number | null = null;\n\tprivate _destroyed = false;\n\tprivate _listeners: Map<EventKey, Set<AnyEventListener>> = new Map();\n\tprivate _cameraAnim: ReturnType<typeof requestAnimationFrame> | null = null;\n\tprivate _cameraState: CameraState | null = null;\n\n\t// Scroll tracking state\n\tprivate _minScroll = 0;\n\tprivate _maxScroll = 0;\n\tprivate _touchStartY = 0;\n\tprivate _touchStartX = 0;\n\tprivate _isDragging = false;\n\n\t// Transition animation state\n\tprivate _transitionAnim: ReturnType<typeof requestAnimationFrame> | null = null;\n\n\tget engine(): AnimationEngine {\n\t\treturn this._engine;\n\t}\n\n\tget progress(): number {\n\t\treturn this._progress;\n\t}\n\n\tgetProgress(): number {\n\t\tthis._assertNotDestroyed();\n\t\treturn this._progress;\n\t}\n\n\tget sceneIndex(): number {\n\t\treturn this._sceneIndex;\n\t}\n\n\tgetSceneIndex(): number {\n\t\tthis._assertNotDestroyed();\n\t\treturn this._sceneIndex;\n\t}\n\n\tget scenes(): RuntimeBundle[\"scenes\"] {\n\t\treturn this._bundle?.scenes ?? [];\n\t}\n\n\tget paused(): boolean {\n\t\treturn this._paused;\n\t}\n\n\tget currentScene(): RuntimeBundle[\"scenes\"][number] | undefined {\n\t\treturn this.scenes[this._sceneIndex];\n\t}\n\n\t/**\n\t * Initialize the controller with a compiled bundle and optional runtime resources.\n\t */\n\tinit(bundle: RuntimeBundle, config: ControllerConfig = {}, runtime: ControllerRuntime = {}): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (!bundle.scenes || bundle.scenes.length === 0) {\n\t\t\tthrow new ControllerError(\"CONTROLLER_NO_SCENES\", \"init() requires at least one compiled scene stop\");\n\t\t}\n\n\t\tthis._cancelFrame();\n\t\tthis._bundle = bundle;\n\t\tthis._engine = runtime.engine ?? new AnimationEngine();\n\t\tthis._ownsEngine = !runtime.engine;\n\t\tthis._sceneIndex = 0;\n\t\tthis._progress = 0;\n\t\tthis._paused = false;\n\t\tthis._config = { ...DEFAULT_CONFIG, ...config };\n\t\tthis._sceneElement = runtime.sceneElement ?? config.sceneElement ?? null;\n\t\tthis._cameraState = {\n\t\t\tviewBox: getResolvedViewBox(bundle),\n\t\t\ttarget: { type: \"reset\" },\n\t\t\tisZoomed: false,\n\t\t};\n\n\t\tthis._engine.init(bundle);\n\t\tthis._bindScroll();\n\t}\n\n\t/**\n\t * Set scroll progress (0–1, clamped) and trigger frame update.\n\t */\n\tsetProgress(progress: number): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (!Number.isFinite(progress)) {\n\t\t\tthrow new ControllerError(\"CONTROLLER_PROGRESS_OUT_OF_RANGE\", \"setProgress() requires a finite progress value\");\n\t\t}\n\n\t\tconst clamped = Math.max(0, Math.min(1, progress));\n\t\tif (clamped === this._progress && !this._paused && this._rafId !== null) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._progress = clamped;\n\t\tthis._cancelCameraAnimation();\n\t\tif (this._paused) return;\n\t\tthis._scheduleProgressForward(clamped);\n\t}\n\n\t/**\n\t * Navigate to next scene (wraps to 0 if at end).\n\t */\n\tnextScene(): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (this.scenes.length <= 1) return;\n\n\t\tconst nextIndex = (this._sceneIndex + 1) % this.scenes.length;\n\t\tthis._transitionToScene(nextIndex);\n\t}\n\n\t/**\n\t * Navigate to previous scene (wraps to last if at beginning).\n\t */\n\tprevScene(): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (this.scenes.length <= 1) return;\n\n\t\tconst prevIndex = (this._sceneIndex - 1 + this.scenes.length) % this.scenes.length;\n\t\tthis._transitionToScene(prevIndex);\n\t}\n\n\t/**\n\t * Set scene index directly.\n\t */\n\tsetSceneIndex(index: number): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (index < 0 || index >= this.scenes.length) {\n\t\t\tthrow new ControllerError(\n\t\t\t\t\"CONTROLLER_SCENE_INDEX_OUT_OF_RANGE\",\n\t\t\t\t`Scene index ${index} is out of bounds [0, ${this.scenes.length - 1}]`,\n\t\t\t);\n\t\t}\n\t\tthis._transitionToScene(index);\n\t}\n\n\t/**\n\t * Pause all animations.\n\t */\n\tpause(): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (this._paused) return;\n\t\tthis._paused = true;\n\t\tthis._cancelFrame();\n\t\tthis._engine.pause();\n\t\tthis._applyPauseState(true);\n\t\tthis._emit(\"paused\");\n\t}\n\n\t/**\n\t * Resume from paused state.\n\t */\n\tresume(): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (!this._paused) return;\n\t\tthis._paused = false;\n\t\tthis._engine.resume();\n\t\tthis._applyPauseState(false);\n\t\tthis._scheduleProgressForward(this._progress);\n\t\tthis._emit(\"resumed\");\n\t}\n\n\t/**\n\t * Check if controller is paused.\n\t */\n\tisPaused(): boolean {\n\t\tthis._assertNotDestroyed();\n\t\treturn this._paused;\n\t}\n\n\tzoomToElement(id: string, options: CameraZoomOptions = {}): void {\n\t\tthis._assertNotDestroyed();\n\t\tconst svg = this._getSceneSvg();\n\t\tif (!this._bundle || !svg) {\n\t\t\tthrow new ControllerError(\"CAMERA_NOT_INITIALIZED\", \"zoomToElement() requires an initialized scene SVG\");\n\t\t}\n\t\tconst elementBounds = getCurrentElementBounds(svg, id);\n\t\tif (!elementBounds) {\n\t\t\tthrow new ControllerError(\"CAMERA_TARGET_NOT_FOUND\", `Camera target element \"${id}\" was not found`, {\n\t\t\t\telementId: id,\n\t\t\t});\n\t\t}\n\t\tthis._applyCameraDestination(\n\t\t\texpandViewBox(elementBounds, this._resolveCameraPadding(options)),\n\t\t\t{ type: \"element\", id },\n\t\t\toptions,\n\t\t);\n\t}\n\n\tzoomToArea(area: CameraGridArea, options: CameraZoomOptions = {}): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (!this._bundle || !this._getSceneSvg()) {\n\t\t\tthrow new ControllerError(\"CAMERA_NOT_INITIALIZED\", \"zoomToArea() requires an initialized scene SVG\");\n\t\t}\n\t\tthis._assertValidCameraArea(area);\n\t\tconst bounds = getGridAreaBounds(this._bundle, area);\n\t\tthis._applyCameraDestination(\n\t\t\texpandViewBox(bounds, this._resolveCameraPadding(options)),\n\t\t\t{\n\t\t\t\ttype: \"area\",\n\t\t\t\tat: [...area.at],\n\t\t\t\tsize: [...area.size],\n\t\t\t},\n\t\t\toptions,\n\t\t);\n\t}\n\n\tresetZoom(options: CameraZoomOptions = {}): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (!this._bundle || !this._getSceneSvg()) {\n\t\t\tthrow new ControllerError(\"CAMERA_NOT_INITIALIZED\", \"resetZoom() requires an initialized scene SVG\");\n\t\t}\n\t\tthis._applyCameraDestination(getResolvedViewBox(this._bundle), { type: \"reset\" }, options);\n\t}\n\n\tgetCameraState(): CameraState {\n\t\tthis._assertNotDestroyed();\n\t\tif (!this._cameraState) {\n\t\t\tthrow new ControllerError(\"CAMERA_NOT_INITIALIZED\", \"Camera state is not initialized\");\n\t\t}\n\t\treturn copyCameraState(this._cameraState);\n\t}\n\n\t/**\n\t * Destroy controller and clean up all listeners and resources.\n\t */\n\tdestroy(): void {\n\t\tthis._assertNotDestroyed();\n\t\tthis._unbindScroll();\n\t\tthis._cancelFrame();\n\t\tthis._cancelTransition();\n\t\tthis._cancelCameraAnimation();\n\t\tif (this._ownsEngine) this._engine.destroy();\n\t\tthis._listeners.clear();\n\t\tthis._bundle = null;\n\t\tthis._container = null;\n\t\tthis._pendingProgress = null;\n\t\tthis._cameraState = null;\n\t\tthis._destroyed = true;\n\t}\n\n\t// ── Event system ───────────────────────────────────────────────────────\n\n\ton<K extends EventKey>(event: K, listener: ControllerEvents[K]): void {\n\t\tthis._assertNotDestroyed();\n\t\tconst set = this._listeners.get(event) ?? new Set();\n\t\tset.add(listener as AnyEventListener);\n\t\tthis._listeners.set(event, set);\n\t}\n\n\toff<K extends EventKey>(event: K, listener: ControllerEvents[K]): void {\n\t\tthis._assertNotDestroyed();\n\t\tconst set = this._listeners.get(event);\n\t\tif (set) {\n\t\t\tset.delete(listener as AnyEventListener);\n\t\t}\n\t}\n\n\tprivate _emit<K extends EventKey>(event: K, ...args: Parameters<ControllerEvents[K]>): void {\n\t\tconst set = this._listeners.get(event);\n\t\tif (set) {\n\t\t\tfor (const listener of set) {\n\t\t\t\ttry {\n\t\t\t\t\t(listener as AnyEventListener)(...args);\n\t\t\t\t} catch (error) {\n\t\t\t\t\tqueueMicrotask(() => {\n\t\t\t\t\t\tthrow error;\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t// ── Frame update ───────────────────────────────────────────────────────\n\n\tprivate _scheduleProgressForward(progress: number): void {\n\t\tthis._pendingProgress = progress;\n\t\tif (this._rafId !== null) return;\n\n\t\tthis._rafId = requestAnimationFrame(() => {\n\t\t\tthis._rafId = null;\n\t\t\tconst pending = this._pendingProgress;\n\t\t\tthis._pendingProgress = null;\n\t\t\tif (pending === null || this._paused || this._destroyed) return;\n\t\t\tthis._engine.setProgress(pending);\n\t\t\tthis._applyFrameUpdate();\n\t\t\tthis._emit(\"progress-change\", pending);\n\t\t});\n\t}\n\n\tprivate _cancelFrame(): void {\n\t\tif (this._rafId !== null) {\n\t\t\tcancelAnimationFrame(this._rafId);\n\t\t\tthis._rafId = null;\n\t\t}\n\t\tthis._pendingProgress = null;\n\t}\n\n\tprivate _applyFrameUpdate(): void {\n\t\tif (!this._bundle) return;\n\n\t\tconst svg = (this._sceneElement ?? this._container?.querySelector(\"svg\") ?? null) as SVGSVGElement & {\n\t\t\t_elementMap?: Map<string, unknown>;\n\t\t\t_connectorMap?: Map<string, unknown>;\n\t\t};\n\t\tif (!svg) return;\n\n\t\tconst updates = this._engine.getFrameUpdates().map((update) => ({\n\t\t\tid: update.id,\n\t\t\tasset: update.asset,\n\t\t\tpos: update.pos,\n\t\t\tsize: update.size,\n\t\t\tlayer: update.layer,\n\t\t\tpresence: update.lifecycle,\n\t\t\tenter: update.entry as RuntimeElementState[\"enter\"],\n\t\t\texit: update.exit as RuntimeElementState[\"exit\"],\n\t\t\tambient: update.ambient,\n\t\t\ttext: update.text,\n\t\t\tprimitive: update.primitive,\n\t\t}));\n\t\tconst connectors = this._engine.getConnectorFrameUpdates().map((update) => ({\n\t\t\tid: update.id,\n\t\t\troute: update.route,\n\t\t\tlayer: update.layer,\n\t\t\tpresence: update.lifecycle,\n\t\t\tstyle: update.style,\n\t\t\tstart: update.start,\n\t\t\tend: update.end,\n\t\t\tdirection: update.direction,\n\t\t\tenter: update.entry as RuntimeConnectorState[\"enter\"],\n\t\t\texit: update.exit as RuntimeConnectorState[\"exit\"],\n\t\t\tambient: update.ambient,\n\t\t}));\n\n\t\tupdateElementTransforms(svg, updates, connectors);\n\t\tthis._applyLifecycleChanges(updates);\n\t\tthis._applyConnectorLifecycleChanges(connectors);\n\t\tthis._applyCameraForProgress(this._progress);\n\t}\n\n\tprivate _applyCameraForProgress(progress: number): void {\n\t\tconst svg = this._getSceneSvg();\n\t\tif (!this._bundle || !svg) return;\n\t\tconst sceneStops = this.scenes;\n\t\tif (sceneStops.length === 0) return;\n\t\tconst { previous, next } = surroundingStops(sceneStops, progress);\n\t\tconst previousCamera = this._effectiveCameraAt(previous.index);\n\t\tconst nextCamera = this._effectiveCameraAt(next.index);\n\t\tconst previousViewBox = this._resolveCameraViewBox(previousCamera);\n\t\tconst nextViewBox = this._resolveCameraViewBox(nextCamera);\n\t\tconst range = next.scene.progress - previous.scene.progress;\n\t\tconst rawT = range <= 0 ? 0 : (progress - previous.scene.progress) / range;\n\t\tconst t = resolveCameraEasing(nextCamera.easing)(Math.max(0, Math.min(1, rawT)));\n\t\tconst viewBox = lerpViewBox(previousViewBox, nextViewBox, t);\n\t\tconst target = t < 1 ? previousCamera.target : nextCamera.target;\n\t\tthis._setCameraViewBox(svg, viewBox, target);\n\t}\n\n\tprivate _effectiveCameraAt(index: number): RequiredCameraFocus {\n\t\tfor (let i = index; i >= 0; i--) {\n\t\t\tconst camera = this.scenes[i]?.camera;\n\t\t\tif (camera) {\n\t\t\t\treturn {\n\t\t\t\t\ttarget: camera.target,\n\t\t\t\t\tpadding: camera.padding,\n\t\t\t\t\tduration: camera.duration,\n\t\t\t\t\teasing: camera.easing,\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\t\treturn { target: { type: \"reset\" } };\n\t}\n\n\tprivate _resolveCameraViewBox(camera: RequiredCameraFocus): ViewBoxRect {\n\t\tif (!this._bundle) throw new ControllerError(\"CAMERA_NOT_INITIALIZED\", \"Camera requires an initialized bundle\");\n\t\tif (camera.target.type === \"reset\") return getResolvedViewBox(this._bundle);\n\t\tif (camera.target.type === \"area\") {\n\t\t\treturn expandViewBox(\n\t\t\t\tgetGridAreaBounds(this._bundle, { at: camera.target.at, size: camera.target.size }),\n\t\t\t\tcamera.padding ?? 32,\n\t\t\t);\n\t\t}\n\t\tconst svg = this._getSceneSvg();\n\t\tif (!svg) throw new ControllerError(\"CAMERA_NOT_INITIALIZED\", \"Camera requires an initialized scene SVG\");\n\t\tconst bounds = getCurrentElementBounds(svg, camera.target.id);\n\t\tif (!bounds) {\n\t\t\tthrow new ControllerError(\n\t\t\t\t\"CAMERA_TARGET_NOT_FOUND\",\n\t\t\t\t`Camera target element \"${camera.target.id}\" was not found`,\n\t\t\t\t{\n\t\t\t\t\telementId: camera.target.id,\n\t\t\t\t},\n\t\t\t);\n\t\t}\n\t\treturn expandViewBox(bounds, camera.padding ?? 32);\n\t}\n\n\tprivate _applyCameraDestination(viewBox: ViewBoxRect, target: RuntimeCameraTarget, options: CameraZoomOptions): void {\n\t\tconst svg = this._getSceneSvg();\n\t\tif (!svg) throw new ControllerError(\"CAMERA_NOT_INITIALIZED\", \"Camera requires an initialized scene SVG\");\n\t\tthis._cancelCameraAnimation();\n\t\tconst duration = this._resolveCameraDuration(options);\n\t\tif (duration === 0) {\n\t\t\tthis._setCameraViewBox(svg, viewBox, target);\n\t\t\treturn;\n\t\t}\n\t\tconst from = currentSvgViewBox(svg) ?? this._cameraState?.viewBox ?? viewBox;\n\t\tconst easing = resolveCameraEasing(options.easing ?? this._config.transitionEasing);\n\t\tconst start = performance.now();\n\t\tconst step = (now: number) => {\n\t\t\tconst t = Math.min((now - start) / duration, 1);\n\t\t\tthis._setCameraViewBox(svg, lerpViewBox(from, viewBox, easing(t)), target);\n\t\t\tif (t < 1) {\n\t\t\t\tthis._cameraAnim = requestAnimationFrame(step);\n\t\t\t} else {\n\t\t\t\tthis._cameraAnim = null;\n\t\t\t}\n\t\t};\n\t\tthis._cameraAnim = requestAnimationFrame(step);\n\t}\n\n\tprivate _setCameraViewBox(svg: SVGSVGElement, viewBox: ViewBoxRect, target?: RuntimeCameraTarget): void {\n\t\tapplySceneViewBox(svg, viewBox);\n\t\tconst full = this._bundle ? getResolvedViewBox(this._bundle) : viewBox;\n\t\tthis._cameraState = {\n\t\t\tviewBox,\n\t\t\ttarget,\n\t\t\tisZoomed: !sameViewBox(viewBox, full),\n\t\t};\n\t\tthis._emit(\"camera-change\", this.getCameraState());\n\t}\n\n\tprivate _getSceneSvg(): SVGSVGElement | null {\n\t\treturn (this._sceneElement ?? this._container?.querySelector(\"svg\") ?? null) as SVGSVGElement | null;\n\t}\n\n\tprivate _resolveCameraPadding(options: CameraZoomOptions): number {\n\t\tconst padding = options.padding ?? 32;\n\t\tif (!Number.isFinite(padding) || padding < 0 || padding > 2048) {\n\t\t\tthrow new ControllerError(\"INVALID_CAMERA_OPTIONS\", \"Camera padding must be between 0 and 2048\");\n\t\t}\n\t\treturn padding;\n\t}\n\n\tprivate _resolveCameraDuration(options: CameraZoomOptions): number {\n\t\tconst duration = options.duration ?? this._config.transitionDuration;\n\t\tif (!Number.isInteger(duration) || duration < 0 || duration > 10000) {\n\t\t\tthrow new ControllerError(\"INVALID_CAMERA_OPTIONS\", \"Camera duration must be an integer from 0 to 10000\");\n\t\t}\n\t\treturn duration;\n\t}\n\n\tprivate _assertValidCameraArea(area: CameraGridArea): void {\n\t\tif (\n\t\t\t!Array.isArray(area.at) ||\n\t\t\tarea.at.length !== 2 ||\n\t\t\t!area.at.every((value) => Number.isFinite(value) && value >= 0) ||\n\t\t\t!Array.isArray(area.size) ||\n\t\t\tarea.size.length !== 2 ||\n\t\t\t!area.size.every((value) => Number.isFinite(value) && value > 0)\n\t\t) {\n\t\t\tthrow new ControllerError(\"INVALID_CAMERA_OPTIONS\", \"Camera area must use non-negative at and positive size\");\n\t\t}\n\t}\n\n\tprivate _applyLifecycleChanges(elements: RuntimeElementState[]): void {\n\t\tfor (const elDef of elements) {\n\t\t\tconst transition = this._engine.getLifecycleTransition(elDef.id);\n\t\t\tif (!transition) continue;\n\n\t\t\tconst svgForState = (this._sceneElement ?? this._container?.querySelector(\"svg\")) as SVGSVGElement | null;\n\t\t\tif (!svgForState) continue;\n\t\t\tconst state = getElementState(svgForState, elDef.id);\n\t\t\tif (!state) continue;\n\n\t\t\tif (transition.to === \"entering\" || transition.to === \"present\") {\n\t\t\t\tstate.isHidden = false;\n\t\t\t\tunhideElementOnReadd(state.node);\n\t\t\t}\n\n\t\t\tif (isForwardEntryTransition(transition)) {\n\t\t\t\tthis._applyEntryAnimation(elDef, state);\n\t\t\t}\n\n\t\t\tif (isReverseExitTransition(transition)) {\n\t\t\t\tthis._applyExitAnimation({ ...elDef, exit: oppositeExitAnimation(elDef.enter ?? \"fade-in\") }, state);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (isForwardExitTransition(transition)) {\n\t\t\t\tthis._applyExitAnimation(elDef, state);\n\t\t\t}\n\n\t\t\tif (isReverseEntryTransition(transition)) {\n\t\t\t\tstate.isHidden = false;\n\t\t\t\tunhideElementOnReadd(state.node);\n\t\t\t\tthis._applyEntryAnimation({ ...elDef, enter: oppositeEntryAnimation(elDef.exit ?? \"fade-out\") }, state);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (transition.to === \"removed\") {\n\t\t\t\tstate.isHidden = true;\n\t\t\t\thideElementAfterExit(state.node);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate _applyConnectorLifecycleChanges(connectors: RuntimeConnectorState[]): void {\n\t\tfor (const connectorDef of connectors) {\n\t\t\tconst transition = this._engine.getConnectorLifecycleTransition(connectorDef.id);\n\t\t\tif (!transition) continue;\n\n\t\t\tconst svgForState = (this._sceneElement ?? this._container?.querySelector(\"svg\")) as SVGSVGElement | null;\n\t\t\tif (!svgForState) continue;\n\t\t\tconst state = getConnectorState(svgForState, connectorDef.id);\n\t\t\tif (!state) continue;\n\n\t\t\tif (transition.to === \"entering\" || transition.to === \"present\") {\n\t\t\t\tstate.isHidden = false;\n\t\t\t\tunhideElementOnReadd(state.node);\n\t\t\t}\n\n\t\t\tif (isForwardEntryTransition(transition)) {\n\t\t\t\tthis._applyConnectorEntryAnimation(connectorDef, state);\n\t\t\t}\n\n\t\t\tif (isReverseExitTransition(transition)) {\n\t\t\t\tthis._applyConnectorExitAnimation(\n\t\t\t\t\t{\n\t\t\t\t\t\t...connectorDef,\n\t\t\t\t\t\texit: oppositeExitAnimation(connectorDef.enter ?? \"fade-in\"),\n\t\t\t\t\t},\n\t\t\t\t\tstate,\n\t\t\t\t);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (isForwardExitTransition(transition)) {\n\t\t\t\tthis._applyConnectorExitAnimation(connectorDef, state);\n\t\t\t}\n\n\t\t\tif (isReverseEntryTransition(transition)) {\n\t\t\t\tstate.isHidden = false;\n\t\t\t\tunhideElementOnReadd(state.node);\n\t\t\t\tthis._applyConnectorEntryAnimation(\n\t\t\t\t\t{\n\t\t\t\t\t\t...connectorDef,\n\t\t\t\t\t\tenter: oppositeEntryAnimation(connectorDef.exit ?? \"fade-out\"),\n\t\t\t\t\t},\n\t\t\t\t\tstate,\n\t\t\t\t);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (transition.to === \"removed\") {\n\t\t\t\tstate.isHidden = true;\n\t\t\t\thideElementAfterExit(state.node);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate _applyEntryAnimation(elDef: RuntimeElementState, state: { node: SVGElement; isHidden: boolean }): void {\n\t\tconst entryAnim = elDef.enter ?? \"fade-in\";\n\t\tif (entryAnim === \"none\") return;\n\n\t\tanimateElement(state.node, `iso-anim-${entryAnim}`, \"enter\");\n\t\tconst expectedAnimation = state.node.style.animation;\n\n\t\tstate.node.addEventListener(\n\t\t\t\"animationend\",\n\t\t\t() => {\n\t\t\t\tif (state.node.style.animation === expectedAnimation) {\n\t\t\t\t\tstate.node.style.animation = \"\";\n\t\t\t\t}\n\t\t\t},\n\t\t\t{ once: true },\n\t\t);\n\t}\n\n\tprivate _applyExitAnimation(elDef: RuntimeElementState, state: { node: SVGElement; isHidden: boolean }): void {\n\t\tconst exitAnim = elDef.exit ?? \"fade-out\";\n\t\tif (exitAnim === \"none\") {\n\t\t\thideElementAfterExit(state.node);\n\t\t\treturn;\n\t\t}\n\n\t\tanimateElement(state.node, `iso-anim-${exitAnim}`, \"exit\");\n\t\tconst expectedAnimation = state.node.style.animation;\n\n\t\tstate.node.addEventListener(\n\t\t\t\"animationend\",\n\t\t\t() => {\n\t\t\t\tif (state.node.style.animation === expectedAnimation) {\n\t\t\t\t\thideElementAfterExit(state.node);\n\t\t\t\t}\n\t\t\t},\n\t\t\t{ once: true },\n\t\t);\n\t}\n\n\tprivate _applyConnectorEntryAnimation(\n\t\tconnectorDef: RuntimeConnectorState,\n\t\tstate: { node: SVGElement; isHidden: boolean },\n\t): void {\n\t\tconst entryAnim = connectorDef.enter ?? \"fade-in\";\n\t\tif (entryAnim === \"none\") return;\n\n\t\tanimateElement(state.node, `iso-anim-${entryAnim}`, \"enter\");\n\t\tconst expectedAnimation = state.node.style.animation;\n\n\t\tstate.node.addEventListener(\n\t\t\t\"animationend\",\n\t\t\t() => {\n\t\t\t\tif (state.node.style.animation === expectedAnimation) {\n\t\t\t\t\tstate.node.style.animation = \"\";\n\t\t\t\t}\n\t\t\t},\n\t\t\t{ once: true },\n\t\t);\n\t}\n\n\tprivate _applyConnectorExitAnimation(\n\t\tconnectorDef: RuntimeConnectorState,\n\t\tstate: { node: SVGElement; isHidden: boolean },\n\t): void {\n\t\tconst exitAnim = connectorDef.exit ?? \"fade-out\";\n\t\tif (exitAnim === \"none\") {\n\t\t\thideElementAfterExit(state.node);\n\t\t\treturn;\n\t\t}\n\n\t\tanimateElement(state.node, `iso-anim-${exitAnim}`, \"exit\");\n\t\tconst expectedAnimation = state.node.style.animation;\n\n\t\tstate.node.addEventListener(\n\t\t\t\"animationend\",\n\t\t\t() => {\n\t\t\t\tif (state.node.style.animation === expectedAnimation) {\n\t\t\t\t\thideElementAfterExit(state.node);\n\t\t\t\t}\n\t\t\t},\n\t\t\t{ once: true },\n\t\t);\n\t}\n\n\t// ── Scene transitions ──────────────────────────────────────────────────\n\n\tprivate _transitionToScene(index: number): void {\n\t\tthis._cancelTransition();\n\n\t\tif (index === this._sceneIndex) return;\n\n\t\tthis._sceneIndex = index;\n\t\tthis._emit(\"scene-change\", index);\n\n\t\tconst stop = this.scenes[index];\n\t\tconst from = this._progress;\n\t\tconst to = stop.progress;\n\t\tconst duration = this._config.transitionDuration;\n\t\tif (duration > 0 && from !== to) {\n\t\t\tthis._animateProgress(from, to, duration);\n\t\t\treturn;\n\t\t}\n\n\t\tthis._progress = to;\n\t\tthis._scheduleProgressForward(to);\n\t}\n\n\tprivate _animateProgress(from: number, to: number, duration: number): void {\n\t\tconst easing = resolveEasing(\n\t\t\t(this._config.transitionEasing === \"ease-in-out\"\n\t\t\t\t? \"easeInOutCubic\"\n\t\t\t\t: this._config.transitionEasing === \"ease-out\"\n\t\t\t\t\t? \"easeOutCubic\"\n\t\t\t\t\t: \"linear\") as EasingType,\n\t\t);\n\t\tconst start = performance.now();\n\n\t\tconst step = (now: number) => {\n\t\t\tconst elapsed = now - start;\n\t\t\tconst t = Math.min(elapsed / duration, 1);\n\t\t\tconst easedT = easing(t);\n\t\t\tconst currentProgress = from + (to - from) * easedT;\n\n\t\t\tthis.setProgress(currentProgress);\n\n\t\t\tif (t < 1) {\n\t\t\t\tthis._transitionAnim = requestAnimationFrame(step);\n\t\t\t} else {\n\t\t\t\tthis._transitionAnim = null;\n\t\t\t}\n\t\t};\n\n\t\tthis._transitionAnim = requestAnimationFrame(step);\n\t}\n\n\tprivate _cancelTransition(): void {\n\t\tif (this._transitionAnim !== null) {\n\t\t\tcancelAnimationFrame(this._transitionAnim);\n\t\t\tthis._transitionAnim = null;\n\t\t}\n\t}\n\n\tprivate _cancelCameraAnimation(): void {\n\t\tif (this._cameraAnim !== null) {\n\t\t\tcancelAnimationFrame(this._cameraAnim);\n\t\t\tthis._cameraAnim = null;\n\t\t}\n\t}\n\n\t// ── Scroll binding ─────────────────────────────────────────────────────\n\n\tprivate _bindScroll(): void {\n\t\tconst container = this._config.container;\n\t\tif (!container) return;\n\n\t\tthis._container = container;\n\t\tthis._calculateScrollBounds();\n\n\t\tcontainer.addEventListener(\"scroll\", this._onScroll, { passive: true });\n\t\twindow.addEventListener(\"resize\", this._onResize, { passive: true });\n\n\t\tif (this._config.keyboardControls) {\n\t\t\tdocument.addEventListener(\"keydown\", this._onKeyDown);\n\t\t}\n\n\t\tif (this._config.touchControls) {\n\t\t\tcontainer.addEventListener(\"touchstart\", this._onTouchStart, {\n\t\t\t\tpassive: true,\n\t\t\t});\n\t\t\tcontainer.addEventListener(\"touchmove\", this._onTouchMove, {\n\t\t\t\tpassive: false,\n\t\t\t});\n\t\t\tcontainer.addEventListener(\"touchend\", this._onTouchEnd);\n\t\t}\n\t}\n\n\tprivate _unbindScroll(): void {\n\t\tconst container = this._config.container;\n\t\tif (!container) return;\n\n\t\tcontainer.removeEventListener(\"scroll\", this._onScroll);\n\t\twindow.removeEventListener(\"resize\", this._onResize);\n\t\tdocument.removeEventListener(\"keydown\", this._onKeyDown);\n\t\tcontainer.removeEventListener(\"touchstart\", this._onTouchStart);\n\t\tcontainer.removeEventListener(\"touchmove\", this._onTouchMove);\n\t\tcontainer.removeEventListener(\"touchend\", this._onTouchEnd);\n\t}\n\n\tprivate _calculateScrollBounds(): void {\n\t\tconst container = this._config.container;\n\t\tif (!container) return;\n\n\t\tconst offset = this._config.scrollOffset ?? {};\n\t\tif (this._config.scrollDirection === \"horizontal\") {\n\t\t\tthis._minScroll = offset.left ?? 0;\n\t\t\tthis._maxScroll = container.scrollWidth - container.clientWidth - (offset.right ?? 0);\n\t\t\treturn;\n\t\t}\n\n\t\tthis._minScroll = offset.top ?? 0;\n\t\tthis._maxScroll = container.scrollHeight - container.clientHeight - (offset.bottom ?? 0);\n\t}\n\n\tprivate _onScroll = (): void => {\n\t\tif (this._paused || this._destroyed) return;\n\n\t\tconst container = this._config.container;\n\t\tif (!container) return;\n\n\t\tconst currentScroll = this._config.scrollDirection === \"horizontal\" ? container.scrollLeft : container.scrollTop;\n\n\t\tconst range = this._maxScroll - this._minScroll;\n\t\tif (range <= 0) return;\n\n\t\tconst rawProgress = (currentScroll - this._minScroll) / range;\n\t\tconst clampedProgress = Math.max(\n\t\t\tthis._config.minProgress ?? 0,\n\t\t\tMath.min(this._config.maxProgress ?? 1, rawProgress),\n\t\t);\n\n\t\tconst sensitivity = this._config.scrollSensitivity ?? 1;\n\t\tif (clampedProgress !== this._progress) {\n\t\t\tthis.setProgress(clampedProgress * sensitivity);\n\t\t}\n\t};\n\n\tprivate _onResize = (): void => {\n\t\tif (this._destroyed) return;\n\t\tthis._calculateScrollBounds();\n\t};\n\n\tprivate _onKeyDown = (e: KeyboardEvent): void => {\n\t\tif (this._destroyed) return;\n\t\tif (e.key === \"ArrowRight\" || e.key === \"ArrowDown\" || e.key === \" \") {\n\t\t\te.preventDefault();\n\t\t\tthis.nextScene();\n\t\t} else if (e.key === \"ArrowLeft\" || e.key === \"ArrowUp\") {\n\t\t\te.preventDefault();\n\t\t\tthis.prevScene();\n\t\t}\n\t};\n\n\tprivate _onTouchStart = (e: TouchEvent): void => {\n\t\tif (this._destroyed) return;\n\t\tthis._isDragging = true;\n\t\tconst touch = e.touches[0];\n\t\tif (this._config.scrollDirection === \"horizontal\") {\n\t\t\tthis._touchStartX = touch.clientX;\n\t\t} else {\n\t\t\tthis._touchStartY = touch.clientY;\n\t\t}\n\t};\n\n\tprivate _onTouchMove = (e: TouchEvent): void => {\n\t\tif (this._destroyed) return;\n\t\tif (!this._isDragging) return;\n\n\t\tconst touch = e.touches[0];\n\t\tconst delta =\n\t\t\tthis._config.scrollDirection === \"horizontal\"\n\t\t\t\t? this._touchStartX - touch.clientX\n\t\t\t\t: this._touchStartY - touch.clientY;\n\n\t\tconst sensitivity = this._config.scrollSensitivity ?? 1.0;\n\t\tconst progressDelta = (delta / 300) * sensitivity;\n\t\tconst newProgress = Math.max(0, Math.min(1, this._progress + progressDelta));\n\n\t\tthis.setProgress(newProgress);\n\t};\n\n\tprivate _onTouchEnd = (): void => {\n\t\tif (this._destroyed) return;\n\t\tthis._isDragging = false;\n\t};\n\n\t// ── Pause state ────────────────────────────────────────────────────────\n\n\tprivate _applyPauseState(pause: boolean): void {\n\t\tconst container = this._config.container;\n\t\tif (!container) return;\n\n\t\tconst svg = container.querySelector(\"svg\");\n\t\tif (!svg) return;\n\n\t\tconst playState = pause ? \"paused\" : \"running\";\n\t\tconst ambientElements = svg.querySelectorAll('[class*=\"iso-ambient-\"]');\n\t\tfor (let i = 0; i < ambientElements.length; i++) {\n\t\t\tconst el = ambientElements[i] as HTMLElement;\n\t\t\tel.style.animationPlayState = playState;\n\t\t}\n\t}\n\n\tprivate _assertNotDestroyed(): void {\n\t\tif (!this._destroyed) return;\n\t\tthrow new ControllerError(\"CONTROLLER_DESTROYED\", \"AnimationController has been destroyed\");\n\t}\n}\n\nfunction isForwardEntryTransition(transition: LifecycleTransition): boolean {\n\treturn transition.from === \"removed\" && transition.to === \"entering\";\n}\n\nfunction isForwardExitTransition(transition: LifecycleTransition): boolean {\n\treturn transition.to === \"exiting\";\n}\n\nfunction isReverseExitTransition(transition: LifecycleTransition): boolean {\n\treturn transition.to === \"removed\" && transition.from !== \"exiting\";\n}\n\nfunction isReverseEntryTransition(transition: LifecycleTransition): boolean {\n\treturn transition.from === \"exiting\" && transition.to !== \"removed\";\n}\n\nfunction oppositeExitAnimation(entry: EntryAnimation): ExitAnimation {\n\tswitch (entry) {\n\t\tcase \"fade-in\":\n\t\t\treturn \"fade-out\";\n\t\tcase \"fade-in-grow\":\n\t\t\treturn \"fade-out-shrink\";\n\t\tcase \"fall-in\":\n\t\t\treturn \"rise-away\";\n\t\tcase \"rise-from-ground\":\n\t\t\treturn \"fall-through-ground\";\n\t\tcase \"slide-in-left\":\n\t\t\treturn \"slide-out-left\";\n\t\tcase \"slide-in-right\":\n\t\t\treturn \"slide-out-right\";\n\t\tcase \"flip-in\":\n\t\t\treturn \"flip-out\";\n\t\tcase \"none\":\n\t\t\treturn \"none\";\n\t}\n}\n\nfunction oppositeEntryAnimation(exit: ExitAnimation): EntryAnimation {\n\tswitch (exit) {\n\t\tcase \"fade-out\":\n\t\t\treturn \"fade-in\";\n\t\tcase \"fade-out-shrink\":\n\t\t\treturn \"fade-in-grow\";\n\t\tcase \"fall-through-ground\":\n\t\t\treturn \"rise-from-ground\";\n\t\tcase \"rise-away\":\n\t\t\treturn \"fall-in\";\n\t\tcase \"slide-out-left\":\n\t\t\treturn \"slide-in-left\";\n\t\tcase \"slide-out-right\":\n\t\t\treturn \"slide-in-right\";\n\t\tcase \"flip-out\":\n\t\t\treturn \"flip-in\";\n\t\tcase \"none\":\n\t\t\treturn \"none\";\n\t}\n}\n\nfunction surroundingStops(\n\tscenes: RuntimeBundle[\"scenes\"],\n\tprogress: number,\n): {\n\tprevious: { scene: RuntimeBundle[\"scenes\"][number]; index: number };\n\tnext: { scene: RuntimeBundle[\"scenes\"][number]; index: number };\n} {\n\tlet previousIndex = 0;\n\tlet nextIndex = scenes.length - 1;\n\tfor (let i = 0; i < scenes.length; i++) {\n\t\tif (scenes[i].progress <= progress) previousIndex = i;\n\t\tif (scenes[i].progress >= progress) {\n\t\t\tnextIndex = i;\n\t\t\tbreak;\n\t\t}\n\t}\n\treturn {\n\t\tprevious: { scene: scenes[previousIndex], index: previousIndex },\n\t\tnext: { scene: scenes[nextIndex], index: nextIndex },\n\t};\n}\n\nfunction expandViewBox(viewBox: ViewBoxRect, padding: number): ViewBoxRect {\n\treturn {\n\t\tminX: roundCameraNumber(viewBox.minX - padding),\n\t\tminY: roundCameraNumber(viewBox.minY - padding),\n\t\twidth: roundCameraNumber(Math.max(1, viewBox.width + padding * 2)),\n\t\theight: roundCameraNumber(Math.max(1, viewBox.height + padding * 2)),\n\t};\n}\n\nfunction lerpViewBox(from: ViewBoxRect, to: ViewBoxRect, t: number): ViewBoxRect {\n\treturn {\n\t\tminX: roundCameraNumber(from.minX + (to.minX - from.minX) * t),\n\t\tminY: roundCameraNumber(from.minY + (to.minY - from.minY) * t),\n\t\twidth: roundCameraNumber(from.width + (to.width - from.width) * t),\n\t\theight: roundCameraNumber(from.height + (to.height - from.height) * t),\n\t};\n}\n\nfunction sameViewBox(a: ViewBoxRect, b: ViewBoxRect): boolean {\n\treturn a.minX === b.minX && a.minY === b.minY && a.width === b.width && a.height === b.height;\n}\n\nfunction currentSvgViewBox(svg: SVGSVGElement): ViewBoxRect | undefined {\n\tconst raw = svg.getAttribute(\"viewBox\");\n\tif (!raw) return undefined;\n\tconst parts = raw.trim().split(/\\s+/).map(Number);\n\tif (parts.length !== 4 || parts.some((part) => !Number.isFinite(part))) return undefined;\n\treturn { minX: parts[0], minY: parts[1], width: parts[2], height: parts[3] };\n}\n\nfunction resolveCameraEasing(easing: \"linear\" | \"ease-in-out\" | \"ease-out\" | undefined): (t: number) => number {\n\treturn resolveEasing(easing === \"ease-in-out\" ? \"easeInOutCubic\" : easing === \"ease-out\" ? \"easeOutCubic\" : \"linear\");\n}\n\nfunction copyCameraState(state: CameraState): CameraState {\n\treturn {\n\t\tviewBox: { ...state.viewBox },\n\t\ttarget:\n\t\t\tstate.target?.type === \"area\"\n\t\t\t\t? { type: \"area\", at: [...state.target.at], size: [...state.target.size] }\n\t\t\t\t: state.target\n\t\t\t\t\t? { ...state.target }\n\t\t\t\t\t: undefined,\n\t\tisZoomed: state.isZoomed,\n\t};\n}\n\nfunction roundCameraNumber(value: number): number {\n\treturn Math.round(value * 1000) / 1000;\n}\n","import { AnimationEngine } from \"../animation/animation-engine.ts\";\nimport type { ControllerConfig } from \"../animation/controller.ts\";\nimport { AnimationController } from \"../animation/controller.ts\";\nimport { buildSceneDOM, getResolvedViewBox } from \"../rendering/rendering-engine.ts\";\nimport { resolveTheme } from \"../types/asset-registry.ts\";\nimport { RenderError } from \"../types/errors.ts\";\nimport type { CompiledFloor, CompiledLayout, RuntimeBundle } from \"../types/runtime-bundle.ts\";\nimport { sha256 } from \"../utils/sha256.ts\";\n\nconst RUNTIME_BUNDLE_FORMAT = \"isostate-runtime-bundle\";\nconst RUNTIME_VERSION = \"0.4.0\";\nconst HEX_DIGEST_PATTERN = /^[a-f0-9]{64}$/;\n\nexport interface MountSceneOptions {\n\t/** Controller options, `false` to disable, or omitted to leave controller uninitialized. */\n\tcontroller?: ControllerConfig | false;\n\t/** Accessible label for the mounted SVG root. */\n\tlabel?: string;\n\t/** CSS custom properties applied on top of the bundle theme. */\n\tthemeVars?: Record<string, string>;\n}\n\n/** Runtime configuration resolved from a mounted scene bundle. */\nexport interface ResolvedRuntimeConfig {\n\tgrid: { cellSize: number };\n\tfloor: CompiledFloor;\n\tlayout: CompiledLayout;\n\tviewBox: { minX: number; minY: number; width: number; height: number };\n\tcamera: { viewBox: { minX: number; minY: number; width: number; height: number }; isZoomed: boolean };\n\ttheme: string;\n\tthemeVars: Record<string, string>;\n\tscenes: Array<{ id: string; progress: number }>;\n\tlayerOrder: Array<{ name: string; order: number }>;\n}\n\n/** Handles returned by `mountScene()` for controlling and disposing a scene. */\nexport interface MountedScene {\n\t/** Root SVG element appended to the mount target. */\n\tsvg: SVGSVGElement;\n\t/** Animation engine used by the mounted scene and controller. */\n\tengine: AnimationEngine;\n\t/** Optional controller created when `options.controller` is provided. */\n\tcontroller?: AnimationController;\n\t/** Inspect effective runtime settings after defaults and bundle metadata are applied. */\n\tgetResolvedConfig(): ResolvedRuntimeConfig;\n\t/** Remove DOM and event listeners owned by this mount. Safe to call more than once. */\n\tdestroy(): void;\n}\n\n/** Mount a compiled runtime bundle into an HTML element. */\nexport function mountScene(target: HTMLElement, bundle: RuntimeBundle, options: MountSceneOptions = {}): MountedScene {\n\tassertMountTarget(target);\n\tvalidateRuntimeBundle(bundle);\n\n\tconst engine = new AnimationEngine();\n\tengine.init(bundle);\n\n\tconst svg = buildSceneDOM(target, bundle, {\n\t\tlabel: options.label,\n\t\tthemeVars: options.themeVars,\n\t});\n\n\tlet controller: AnimationController | undefined;\n\tif (options.controller !== undefined && options.controller !== false) {\n\t\tcontroller = new AnimationController();\n\t\tcontroller.init(\n\t\t\tbundle,\n\t\t\t{\n\t\t\t\t...options.controller,\n\t\t\t\tcontainer: options.controller.container ?? target,\n\t\t\t\tsceneElement: svg,\n\t\t\t},\n\t\t\t{\n\t\t\t\tengine,\n\t\t\t\tsceneElement: svg,\n\t\t\t},\n\t\t);\n\t}\n\n\tlet destroyed = false;\n\n\treturn {\n\t\tsvg,\n\t\tengine,\n\t\tcontroller,\n\t\tgetResolvedConfig: () => getResolvedConfig(bundle, options),\n\t\tdestroy: () => {\n\t\t\tif (destroyed) return;\n\t\t\tdestroyed = true;\n\t\t\tcontroller?.destroy();\n\t\t\tengine.destroy();\n\t\t\tif (svg.parentNode === target) {\n\t\t\t\ttarget.removeChild(svg);\n\t\t\t} else {\n\t\t\t\tsvg.parentNode?.removeChild(svg);\n\t\t\t}\n\t\t},\n\t};\n}\n\nfunction assertMountTarget(target: HTMLElement): void {\n\tif (!target || typeof target.appendChild !== \"function\" || typeof target.removeChild !== \"function\") {\n\t\tthrow new RenderError(\"INVALID_MOUNT_TARGET\", \"mountScene() requires a DOM HTMLElement target\");\n\t}\n}\n\nfunction validateRuntimeBundle(bundle: RuntimeBundle): void {\n\tif (!bundle || typeof bundle !== \"object\") {\n\t\tthrow new RenderError(\"BUNDLE_FORMAT_MISSING\", \"Runtime bundle must be a plain object\");\n\t}\n\n\tif (bundle._format !== RUNTIME_BUNDLE_FORMAT) {\n\t\tthrow new RenderError(\"BUNDLE_FORMAT_MISSING\", \"Runtime bundle format is missing or unsupported\", {\n\t\t\texpected: RUNTIME_BUNDLE_FORMAT,\n\t\t});\n\t}\n\n\tif (!Array.isArray(bundle.scenes) || bundle.scenes.length === 0) {\n\t\tthrow new RenderError(\"BUNDLE_FORMAT_MISSING\", \"Runtime bundle must include compiled scenes[]\");\n\t}\n\n\tif (majorVersion(bundle._version) !== majorVersion(RUNTIME_VERSION)) {\n\t\tthrow new RenderError(\n\t\t\t\"BUNDLE_VERSION_MISMATCH\",\n\t\t\t`Runtime bundle version ${bundle._version} is not compatible with runtime ${RUNTIME_VERSION}`,\n\t\t\t{ bundleVersion: bundle._version, runtimeVersion: RUNTIME_VERSION },\n\t\t);\n\t}\n\n\tif (!bundle._digest) {\n\t\tthrow new RenderError(\"BUNDLE_DIGEST_MISSING\", \"Runtime bundle digest is missing\");\n\t}\n\n\tif (typeof bundle._digest !== \"string\" || !HEX_DIGEST_PATTERN.test(bundle._digest)) {\n\t\tthrow new RenderError(\"BUNDLE_DIGEST_MISMATCH\", \"Runtime bundle digest is malformed\");\n\t}\n\n\tconst { _digest, ...bundleWithoutDigest } = bundle;\n\tconst actualDigest = sha256(canonicalStringify(bundleWithoutDigest));\n\tif (actualDigest !== _digest) {\n\t\tthrow new RenderError(\"BUNDLE_DIGEST_MISMATCH\", \"Runtime bundle digest does not match bundle content\", {\n\t\t\texpected: _digest,\n\t\t\tactual: actualDigest,\n\t\t});\n\t}\n}\n\nfunction getResolvedConfig(bundle: RuntimeBundle, options: MountSceneOptions = {}): ResolvedRuntimeConfig {\n\treturn {\n\t\tgrid: { cellSize: bundle.grid.cellSize },\n\t\tfloor: { ...bundle.floor },\n\t\tlayout: {\n\t\t\t...bundle.layout,\n\t\t\tpadding: { ...bundle.layout.padding },\n\t\t\talign: [...bundle.layout.align],\n\t\t},\n\t\tviewBox: getResolvedViewBox(bundle),\n\t\tcamera: {\n\t\t\tviewBox: getResolvedViewBox(bundle),\n\t\t\tisZoomed: false,\n\t\t},\n\t\ttheme: bundle.theme,\n\t\tthemeVars: getResolvedThemeVars(bundle, options.themeVars),\n\t\tscenes: bundle.scenes.map((scene) => ({\n\t\t\tid: scene.id,\n\t\t\tprogress: scene.progress,\n\t\t})),\n\t\tlayerOrder: bundle.layers\n\t\t\t.map((layer) => ({ name: layer.name, order: layer.order }))\n\t\t\t.sort((a, b) => a.order - b.order || a.name.localeCompare(b.name)),\n\t};\n}\n\nfunction getResolvedThemeVars(bundle: RuntimeBundle, overrides: Record<string, string> = {}): Record<string, string> {\n\treturn {\n\t\t...(resolveTheme(bundle.theme) ?? {}),\n\t\t...(bundle.themeVars ?? {}),\n\t\t...overrides,\n\t};\n}\n\nfunction majorVersion(version: string): number {\n\tconst major = Number.parseInt(String(version).split(\".\")[0] ?? \"\", 10);\n\treturn Number.isFinite(major) ? major : Number.NaN;\n}\n\ntype JsonPrimitive = string | number | boolean | null;\ntype JsonValue = JsonPrimitive | JsonValue[] | { [key: string]: JsonValue };\n\nfunction canonicalStringify(value: unknown): string {\n\treturn JSON.stringify(normalizeValue(value));\n}\n\nfunction normalizeValue<T>(value: T): T {\n\tif (Array.isArray(value)) {\n\t\treturn value.map((item) => (item === undefined ? null : normalizeValue(item))) as T;\n\t}\n\n\tif (!isPlainObject(value)) return value;\n\n\tconst normalized: Record<string, JsonValue> = {};\n\tfor (const key of Object.keys(value).sort()) {\n\t\tconst child = (value as Record<string, unknown>)[key];\n\t\tif (child !== undefined) {\n\t\t\tnormalized[key] = normalizeValue(child) as JsonValue;\n\t\t}\n\t}\n\n\treturn normalized as T;\n}\n\nfunction isPlainObject(value: unknown): value is Record<string, unknown> {\n\treturn typeof value === \"object\" && value !== null && 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