@sebastianwessel/isostate 0.3.0 → 0.5.0

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Files changed (55) hide show
  1. package/dist/animation/animation-engine.d.ts +1 -0
  2. package/dist/animation/animation-engine.d.ts.map +1 -1
  3. package/dist/animation/controller.d.ts +34 -2
  4. package/dist/animation/controller.d.ts.map +1 -1
  5. package/dist/browser/isostate.runtime.js +4 -4
  6. package/dist/browser/isostate.runtime.js.map +12 -11
  7. package/dist/chunks/{index-B6HlPnov.js → index-CB6XEsbY.js} +257 -43
  8. package/dist/chunks/index-CB6XEsbY.js.map +1 -0
  9. package/dist/chunks/{rendering-engine-BgHel7yX.js → rendering-engine-nkqYx0qc.js} +224 -38
  10. package/dist/chunks/rendering-engine-nkqYx0qc.js.map +1 -0
  11. package/dist/chunks/{scene-parser-xgVJh2FU.js → scene-parser-F69XGE0l.js} +100 -33
  12. package/dist/chunks/scene-parser-F69XGE0l.js.map +1 -0
  13. package/dist/dsl/browser.js +1 -1
  14. package/dist/dsl/index.js +1 -1
  15. package/dist/dsl/scene-parser.d.ts.map +1 -1
  16. package/dist/dsl/scene-validator.d.ts.map +1 -1
  17. package/dist/editor-support/adapter.d.ts +1 -0
  18. package/dist/editor-support/adapter.d.ts.map +1 -1
  19. package/dist/editor-support/index.js +6 -3
  20. package/dist/editor-support/index.js.map +1 -1
  21. package/dist/index.d.ts +4 -1
  22. package/dist/index.d.ts.map +1 -1
  23. package/dist/index.js +470 -4
  24. package/dist/index.js.map +1 -1
  25. package/dist/rendering/animation-css.d.ts.map +1 -1
  26. package/dist/rendering/asset-node.d.ts.map +1 -1
  27. package/dist/rendering/rendering-engine.d.ts +9 -0
  28. package/dist/rendering/rendering-engine.d.ts.map +1 -1
  29. package/dist/rendering/theme.d.ts +4 -0
  30. package/dist/rendering/theme.d.ts.map +1 -1
  31. package/dist/runtime/diagnostics-overlay.d.ts +29 -0
  32. package/dist/runtime/diagnostics-overlay.d.ts.map +1 -0
  33. package/dist/runtime/export.d.ts +27 -0
  34. package/dist/runtime/export.d.ts.map +1 -0
  35. package/dist/runtime/index.d.ts +1 -0
  36. package/dist/runtime/index.d.ts.map +1 -1
  37. package/dist/runtime/index.js +2 -2
  38. package/dist/runtime/interactivity.d.ts +56 -0
  39. package/dist/runtime/interactivity.d.ts.map +1 -0
  40. package/dist/runtime/mount-scene.d.ts +11 -10
  41. package/dist/runtime/mount-scene.d.ts.map +1 -1
  42. package/dist/types/asset-registry.d.ts +1 -0
  43. package/dist/types/asset-registry.d.ts.map +1 -1
  44. package/dist/types/index.d.ts +1 -1
  45. package/dist/types/index.d.ts.map +1 -1
  46. package/dist/types/node.d.ts +18 -0
  47. package/dist/types/node.d.ts.map +1 -1
  48. package/dist/types/runtime-bundle.d.ts +35 -0
  49. package/dist/types/runtime-bundle.d.ts.map +1 -1
  50. package/dist/types/scene.d.ts +2 -0
  51. package/dist/types/scene.d.ts.map +1 -1
  52. package/package.json +1 -1
  53. package/dist/chunks/index-B6HlPnov.js.map +0 -1
  54. package/dist/chunks/rendering-engine-BgHel7yX.js.map +0 -1
  55. package/dist/chunks/scene-parser-xgVJh2FU.js.map +0 -1
@@ -1,22 +1,23 @@
1
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  {
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  "version": 3,
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- "sources": ["../../src/animation/animation-engine.ts", "../../src/types/asset-registry.ts", "../../src/types/errors.ts", "../../src/utils/projection.ts", "../../src/rendering/animation-css.ts", "../../src/rendering/asset-node.ts", "../../src/rendering/theme.ts", "../../src/rendering/rendering-engine.ts", "../../src/utils/easing.ts", "../../src/animation/controller.ts", "../../src/utils/sha256.ts", "../../src/runtime/mount-scene.ts", "../../src/browser-runtime.ts"],
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+ "sources": ["../../src/types/errors.ts", "../../src/animation/animation-engine.ts", "../../src/types/asset-registry.ts", "../../src/utils/projection.ts", "../../src/rendering/animation-css.ts", "../../src/rendering/asset-node.ts", "../../src/rendering/theme.ts", "../../src/rendering/rendering-engine.ts", "../../src/utils/easing.ts", "../../src/animation/controller.ts", "../../src/utils/sha256.ts", "../../src/runtime/interactivity.ts", "../../src/runtime/mount-scene.ts", "../../src/browser-runtime.ts"],
4
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  "sourcesContent": [
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- "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",
6
- "import type { AssetCategory, AssetDefinition, AssetRegistry, Theme } from \"./assets.ts\";\n\n// ── Built-in themes ────────────────────────────────────────────────────────\n\nconst BUILTIN_THEMES: Record<string, Record<string, string>> = {\n\tlight: {\n\t\t\"--color-top\": \"#e2e8f0\",\n\t\t\"--color-front\": \"#94a3b8\",\n\t\t\"--color-side\": \"#64748b\",\n\t\t\"--color-back\": \"#475569\",\n\t\t\"--color-leaf\": \"#15803d\",\n\t\t\"--color-trunk\": \"#78350f\",\n\t\t\"--color-accent\": \"#3b82f6\",\n\t},\n\tdark: {\n\t\t\"--color-top\": \"#334155\",\n\t\t\"--color-front\": \"#1e293b\",\n\t\t\"--color-side\": \"#0f172a\",\n\t\t\"--color-back\": \"#020617\",\n\t\t\"--color-leaf\": \"#166534\",\n\t\t\"--color-trunk\": \"#451a03\",\n\t\t\"--color-accent\": \"#60a5fa\",\n\t},\n\tbrand: {\n\t\t\"--color-top\": \"#c7d2fe\",\n\t\t\"--color-front\": \"#818cf8\",\n\t\t\"--color-side\": \"#6366f1\",\n\t\t\"--color-back\": \"#4338ca\",\n\t\t\"--color-leaf\": \"#22c55e\",\n\t\t\"--color-trunk\": \"#854d0e\",\n\t\t\"--color-accent\": \"#f59e0b\",\n\t},\n};\n\n/**\n * Resolve a theme name to its CSS variable map.\n * Returns undefined if the theme is not found.\n */\nexport function resolveTheme(name: string): Record<string, string> | undefined {\n\treturn BUILTIN_THEMES[name];\n}\n\n/**\n * Compose a new theme by extending an existing one with overrides.\n */\nexport function composeTheme(baseName: string, overrides: Record<string, string>): Theme {\n\tconst base = BUILTIN_THEMES[baseName];\n\tif (!base) {\n\t\treturn { name: baseName, vars: { ...overrides } };\n\t}\n\treturn { name: baseName, vars: { ...base, ...overrides } };\n}\n\n// ── Asset registry implementation ──────────────────────────────────────────\n\n/**\n * Default asset registry implementation.\n * Maps asset ids to definitions and supports category filtering.\n */\nexport class AssetRegistryImpl implements AssetRegistry {\n\tprivate _assets = new Map<string, AssetDefinition>();\n\n\tregister(asset: AssetDefinition): void {\n\t\tthis._assets.set(asset.id, asset);\n\t}\n\n\tget(id: string): AssetDefinition | undefined {\n\t\treturn this._assets.get(id);\n\t}\n\n\tgetAll(category?: AssetCategory): AssetDefinition[] {\n\t\tif (category) {\n\t\t\treturn [...this._assets.values()].filter((a) => a.category === category);\n\t\t}\n\t\treturn [...this._assets.values()];\n\t}\n\n\thas(id: string): boolean {\n\t\treturn this._assets.has(id);\n\t}\n\n\tremove(id: string): void {\n\t\tthis._assets.delete(id);\n\t}\n}\n\nexport function createAssetRegistry(assets: AssetDefinition[] = []): AssetRegistryImpl {\n\tconst registry = new AssetRegistryImpl();\n\tfor (const asset of assets) {\n\t\tregistry.register(asset);\n\t}\n\treturn registry;\n}\n\n/** Create a fresh registry populated with the built-in demo assets. */\nexport function createDefaultRegistry(): AssetRegistryImpl {\n\treturn createAssetRegistry([\n\t\t{\n\t\t\tid: \"iso-platform\",\n\t\t\tcategory: \"infrastructure\",\n\t\t},\n\t\t{\n\t\t\tid: \"iso-server\",\n\t\t\tcategory: \"equipment\",\n\t\t},\n\t\t{\n\t\t\tid: \"iso-database\",\n\t\t\tcategory: \"equipment\",\n\t\t},\n\t\t{\n\t\t\tid: \"iso-connector\",\n\t\t\tcategory: \"decoration\",\n\t\t},\n\t\t{\n\t\t\tid: \"iso-cloud\",\n\t\t\tcategory: \"decoration\",\n\t\t},\n\t]);\n}\n",
7
5
  "/** Base class for all structured errors */\nclass IsostateError extends Error {\n\tconstructor(\n\t\tpublic readonly code: string,\n\t\tmessage: string,\n\t\tpublic readonly details?: Record<string, unknown>,\n\t) {\n\t\tsuper(message);\n\t\tthis.name = this.constructor.name;\n\t}\n}\n\n/** DSL parsing error */\nexport class ParseError extends IsostateError {}\n\n/** DSL validation error */\nexport class ValidationErrorClass extends IsostateError {}\n\n/** Rendering engine error */\nexport class RenderError extends IsostateError {}\n\n/** Animation engine error */\nexport class AnimationError extends IsostateError {}\n\n/** Animation controller error */\nexport class ControllerError extends IsostateError {}\n",
6
+ "import { AnimationError } from \"../types/errors.ts\";\nimport 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\n/** Lifecycle transition key used to look up entry/exit animation keyframes. */\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\tif (!Number.isFinite(progress)) {\n\t\t\tthrow new AnimationError(\"INVALID_PROGRESS\", \"setProgress() requires a finite progress value\");\n\t\t}\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(t < 1 ? prev.ambient : 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: t < 1 ? prev.start : next.start,\n\t\tend: t < 1 ? prev.end : next.end,\n\t\tdirection: t < 1 ? prev.direction : next.direction,\n\t\tambient: cloneAmbient(t < 1 ? prev.ambient : 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",
7
+ "import type { AssetCategory, AssetDefinition, AssetRegistry, Theme } from \"./assets.ts\";\n\n// ── Built-in themes ────────────────────────────────────────────────────────\n\nconst BUILTIN_THEMES: Record<string, Record<string, string>> = {\n\tlight: {\n\t\t\"--color-top\": \"#e2e8f0\",\n\t\t\"--color-front\": \"#94a3b8\",\n\t\t\"--color-side\": \"#64748b\",\n\t\t\"--color-back\": \"#475569\",\n\t\t\"--color-leaf\": \"#15803d\",\n\t\t\"--color-trunk\": \"#78350f\",\n\t\t\"--color-accent\": \"#3b82f6\",\n\t},\n\tdark: {\n\t\t\"--color-top\": \"#334155\",\n\t\t\"--color-front\": \"#1e293b\",\n\t\t\"--color-side\": \"#0f172a\",\n\t\t\"--color-back\": \"#020617\",\n\t\t\"--color-leaf\": \"#166534\",\n\t\t\"--color-trunk\": \"#451a03\",\n\t\t\"--color-accent\": \"#60a5fa\",\n\t},\n\tbrand: {\n\t\t\"--color-top\": \"#c7d2fe\",\n\t\t\"--color-front\": \"#818cf8\",\n\t\t\"--color-side\": \"#6366f1\",\n\t\t\"--color-back\": \"#4338ca\",\n\t\t\"--color-leaf\": \"#22c55e\",\n\t\t\"--color-trunk\": \"#854d0e\",\n\t\t\"--color-accent\": \"#f59e0b\",\n\t},\n};\n\n/**\n * Resolve a theme name to its CSS variable map.\n * Returns undefined if the theme is not found.\n */\nexport function resolveTheme(name: string): Record<string, string> | undefined {\n\treturn Object.hasOwn(BUILTIN_THEMES, name) ? BUILTIN_THEMES[name] : undefined;\n}\n\n/**\n * Compose a new theme by extending an existing one with overrides.\n */\nexport function composeTheme(baseName: string, overrides: Record<string, string>): Theme {\n\tconst base = resolveTheme(baseName);\n\tif (!base) {\n\t\treturn { name: baseName, vars: { ...overrides } };\n\t}\n\treturn { name: baseName, vars: { ...base, ...overrides } };\n}\n\n// ── Asset registry implementation ──────────────────────────────────────────\n\n/**\n * Default asset registry implementation.\n * Maps asset ids to definitions and supports category filtering.\n */\nexport class AssetRegistryImpl implements AssetRegistry {\n\tprivate _assets = new Map<string, AssetDefinition>();\n\n\tregister(asset: AssetDefinition): void {\n\t\tthis._assets.set(asset.id, asset);\n\t}\n\n\tget(id: string): AssetDefinition | undefined {\n\t\treturn this._assets.get(id);\n\t}\n\n\tgetAll(category?: AssetCategory): AssetDefinition[] {\n\t\tif (category) {\n\t\t\treturn [...this._assets.values()].filter((a) => a.category === category);\n\t\t}\n\t\treturn [...this._assets.values()];\n\t}\n\n\thas(id: string): boolean {\n\t\treturn this._assets.has(id);\n\t}\n\n\tremove(id: string): void {\n\t\tthis._assets.delete(id);\n\t}\n}\n\n/** Create a registry populated with the given asset definitions. */\nexport function createAssetRegistry(assets: AssetDefinition[] = []): AssetRegistryImpl {\n\tconst registry = new AssetRegistryImpl();\n\tfor (const asset of assets) {\n\t\tregistry.register(asset);\n\t}\n\treturn registry;\n}\n\n/** Create a fresh registry populated with the built-in demo assets. */\nexport function createDefaultRegistry(): AssetRegistryImpl {\n\treturn createAssetRegistry([\n\t\t{\n\t\t\tid: \"iso-platform\",\n\t\t\tcategory: \"infrastructure\",\n\t\t},\n\t\t{\n\t\t\tid: \"iso-server\",\n\t\t\tcategory: \"equipment\",\n\t\t},\n\t\t{\n\t\t\tid: \"iso-database\",\n\t\t\tcategory: \"equipment\",\n\t\t},\n\t\t{\n\t\t\tid: \"iso-connector\",\n\t\t\tcategory: \"decoration\",\n\t\t},\n\t\t{\n\t\t\tid: \"iso-cloud\",\n\t\t\tcategory: \"decoration\",\n\t\t},\n\t]);\n}\n",
8
8
  "/** Default cell size in pixels */\nexport const DEFAULT_CELL_SIZE = 64;\n\n/**\n * Calculate raw scene-space coordinates from isometric grid position.\n * Layout is applied separately by subtracting resolved bounds and adding padding.\n */\nexport function projectToRaw(gridX: number, gridY: number, cellSize: number): { rawX: number; rawY: number } {\n\treturn {\n\t\trawX: cellSize * (gridX - gridY) * 0.5,\n\t\trawY: cellSize * (gridX + gridY) * 0.25,\n\t};\n}\n\n/**\n * Calculate screen coordinates from raw isometric projection and resolved bounds.\n */\nexport function projectToScreen(\n\tgridX: number,\n\tgridY: number,\n\tcellSize: number,\n\tboundsMinX = 0,\n\tboundsMinY = 0,\n\tpaddingX = 0,\n\tpaddingY = 0,\n): { screenX: number; screenY: number } {\n\tconst { rawX, rawY } = projectToRaw(gridX, gridY, cellSize);\n\treturn {\n\t\tscreenX: rawX - boundsMinX + paddingX,\n\t\tscreenY: rawY - boundsMinY + paddingY,\n\t};\n}\n\n/** Calculate the screen size for an element based on its grid size. */\nexport function calculateVisualSize(gridSize: number, cellSize: number): number {\n\treturn cellSize * gridSize;\n}\n\n/** Calculate the element transform string for positioning and scaling. */\nexport function calculateTransform(screenX: number, screenY: number, visualSize: number, cellSize: number): string {\n\tconst scale = visualSize / cellSize;\n\treturn `translate(${screenX}px, ${screenY}px) scale(${scale})`;\n}\n",
9
- "/** Build built-in entry, exit, ambient, and reduced-motion CSS keyframes. */\nexport function buildKeyframeCSS(): string {\n\treturn [\n\t\t\"@keyframes iso-anim-fade-in{from{opacity:0}to{opacity:1}}\",\n\t\t\"@keyframes iso-anim-fade-in-grow{from{opacity:0;scale:.01}to{opacity:1;scale:1}}\",\n\t\t\"@keyframes iso-anim-fall-in{from{opacity:0;translate:0 -40px}to{opacity:1;translate:0 0}}\",\n\t\t\"@keyframes iso-anim-rise-from-ground{from{opacity:0;translate:0 40px}to{opacity:1;translate:0 0}}\",\n\t\t\"@keyframes iso-anim-slide-in-left{from{opacity:0;translate:-60px 0}to{opacity:1;translate:0 0}}\",\n\t\t\"@keyframes iso-anim-slide-in-right{from{opacity:0;translate:60px 0}to{opacity:1;translate:0 0}}\",\n\t\t\"@keyframes iso-anim-flip-in{from{opacity:1;scale:0 1}to{opacity:1;scale:1 1}}\",\n\t\t\"@keyframes iso-anim-fade-out{from{opacity:1}to{opacity:0}}\",\n\t\t\"@keyframes iso-anim-fade-out-shrink{from{opacity:1;scale:1}to{opacity:0;scale:.01}}\",\n\t\t\"@keyframes iso-anim-fall-through-ground{from{opacity:1;translate:0 0}to{opacity:0;translate:0 40px}}\",\n\t\t\"@keyframes iso-anim-rise-away{from{opacity:1;translate:0 0}to{opacity:0;translate:0 -40px}}\",\n\t\t\"@keyframes iso-anim-slide-out-left{from{opacity:1;translate:0 0}to{opacity:0;translate:-60px 0}}\",\n\t\t\"@keyframes iso-anim-slide-out-right{from{opacity:1;translate:0 0}to{opacity:0;translate:60px 0}}\",\n\t\t\"@keyframes iso-anim-flip-out{from{opacity:1;scale:1 1}to{opacity:0;scale:0 1}}\",\n\t\t\"@keyframes iso-anim-pulse{0%,100%{opacity:.7}50%{opacity:1}}\",\n\t\t\"@keyframes iso-anim-float{0%,100%{translate:0 0}50%{translate:0 -6px}}\",\n\t\t\"@keyframes iso-anim-shake{0%,25%,75%,100%{translate:0 0}50%{translate:3px 0}}\",\n\t\t\"@keyframes iso-anim-glow{0%,100%{filter:drop-shadow(0 0 2px rgba(255,255,255,.5))}50%{filter:drop-shadow(0 0 8px rgba(255,255,255,.9))}}\",\n\t\t\"@keyframes iso-anim-spin{from{rotate:0deg}to{rotate:360deg}}\",\n\t\t\"@keyframes iso-anim-blink{0%,49%{opacity:1}50%,100%{opacity:0}}\",\n\t\t\"@keyframes iso-connector-flow-route{from{stroke-dashoffset:0}to{stroke-dashoffset:calc(-1px * var(--iso-flow-distance,20))}}\",\n\t\t\"@keyframes iso-connector-flow-reverse{from{stroke-dashoffset:0}to{stroke-dashoffset:calc(1px * var(--iso-flow-distance,20))}}\",\n\t\t\".iso-connector-pattern-dashed .iso-connector-shaft,.iso-connector-pattern-dotted .iso-connector-shaft{--iso-flow-distance:20}\",\n\t\t\".iso-connector-direction-route .iso-connector-shaft.iso-ambient-flow{animation:iso-connector-flow-route 900ms linear infinite}\",\n\t\t\".iso-connector-direction-reverse .iso-connector-shaft.iso-ambient-flow{animation:iso-connector-flow-reverse 900ms linear infinite}\",\n\t\t\"@media (prefers-reduced-motion: reduce){.iso-element,.iso-connector{animation-duration:1ms!important}.iso-ambient-pulse,.iso-ambient-float,.iso-ambient-shake,.iso-ambient-glow,.iso-ambient-spin,.iso-ambient-blink,.iso-ambient-flow{animation:none!important}}\",\n\t].join(\"\\n\");\n}\n",
10
- "import { RenderError } from \"../types/errors.ts\";\nimport type { LinePrimitive, PrimitiveContent, PrimitiveStyle, TextAlign, TextContent } from \"../types/node.ts\";\nimport type { CompiledSprite, RuntimeBundle } from \"../types/runtime-bundle.ts\";\nimport { projectToRaw } from \"../utils/projection.ts\";\n\nconst NS = \"http://www.w3.org/2000/svg\";\n\ntype ResolvedAsset = { url: string; anchor?: [number, number]; sprite?: CompiledSprite };\n\nexport type AssetResolver = (name: string) => ResolvedAsset | undefined;\n\nexport function createAssetResolver(bundle?: RuntimeBundle): AssetResolver {\n\tconst embedded = new Map<string, ResolvedAsset>();\n\tconst bundleAssets = bundle?.assets;\n\n\tif (bundleAssets && typeof bundleAssets === \"object\") {\n\t\tfor (const [name, asset] of Object.entries(bundleAssets)) {\n\t\t\tif (asset && typeof asset === \"object\" && typeof asset.url === \"string\") {\n\t\t\t\tembedded.set(name, { url: asset.url, anchor: asset.anchor, sprite: asset.sprite });\n\t\t\t}\n\t\t}\n\t}\n\n\treturn (name: string) => embedded.get(name);\n}\n\nexport function createAssetNode(asset: ResolvedAsset, assetName: string, cellSize: number): SVGGElement {\n\tif (asset.sprite) {\n\t\treturn createSpriteAssetNode(asset.url, assetName, cellSize, asset.sprite, asset.anchor);\n\t}\n\treturn createUrlAssetNode(asset.url, assetName, cellSize, asset.anchor);\n}\n\nexport function createTextAssetNode(\n\ttextContent: TextContent | undefined,\n\tassetName: string,\n\tcellSize: number,\n): SVGGElement {\n\tif (!textContent?.value) {\n\t\tthrow new RenderError(\"TEXT_CONTENT_MISSING\", `Text content is missing for built-in asset: ${assetName}`, {\n\t\t\tasset: assetName,\n\t\t});\n\t}\n\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tconst text = document.createElementNS(NS, \"text\") as SVGTextElement;\n\tconst align = textContent.align ?? \"middle\";\n\tconst fontSize = textContent.fontSize ?? 12;\n\tconst lineHeight = textContent.lineHeight ?? 1.2;\n\tconst anchorX = textAnchorX(align, cellSize);\n\n\ttext.setAttribute(\"x\", String(anchorX));\n\ttext.setAttribute(\"y\", String(-cellSize));\n\ttext.setAttribute(\"text-anchor\", align);\n\ttext.setAttribute(\"dominant-baseline\", \"text-before-edge\");\n\ttext.setAttribute(\"font-family\", \"Arial, Helvetica, sans-serif\");\n\ttext.setAttribute(\"font-size\", String(fontSize));\n\ttext.setAttribute(\"font-weight\", String(textContent.fontWeight ?? 700));\n\ttext.setAttribute(\"fill\", textContent.fill ?? \"currentColor\");\n\n\tconst lines = normalizeTextLines(textContent.value);\n\tfor (const [index, line] of lines.entries()) {\n\t\tconst tspan = document.createElementNS(NS, \"tspan\") as SVGTSpanElement;\n\t\ttspan.setAttribute(\"x\", String(anchorX));\n\t\ttspan.setAttribute(\"dy\", index === 0 ? \"0\" : String(fontSize * lineHeight));\n\t\ttspan.textContent = line;\n\t\ttext.appendChild(tspan);\n\t}\n\n\tgroup.appendChild(text);\n\treturn group;\n}\n\nexport function createPrimitiveAssetNode(\n\tassetName: string,\n\tprimitive: PrimitiveContent | undefined,\n\tcellSize: number,\n): SVGGElement {\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tswitch (assetName) {\n\t\tcase \"rectangle\":\n\t\t\tappendProjectedPolygon(group, rectanglePoints(), primitive?.rectangle, cellSize);\n\t\t\treturn group;\n\t\tcase \"polygon\":\n\t\t\tappendProjectedPolygon(group, primitive?.polygon?.points, primitive?.polygon, cellSize);\n\t\t\treturn group;\n\t\tcase \"line\":\n\t\t\tappendProjectedPolyline(group, primitive?.line, primitive?.line, cellSize);\n\t\t\treturn group;\n\t\tcase \"circle\":\n\t\t\tappendCircle(group, primitive?.circle, cellSize);\n\t\t\treturn group;\n\t\tdefault:\n\t\t\tthrow new RenderError(\"PRIMITIVE_ASSET_UNKNOWN\", `Unknown built-in primitive asset: ${assetName}`, {\n\t\t\t\tasset: assetName,\n\t\t\t});\n\t}\n}\n\nfunction textAnchorX(align: TextAlign, cellSize: number): number {\n\tif (align === \"start\") return -cellSize / 2;\n\tif (align === \"end\") return cellSize / 2;\n\treturn 0;\n}\n\nfunction normalizeTextLines(value: string): string[] {\n\tconst normalized = value.replace(/\\r\\n?/g, \"\\n\").replace(/\\n$/, \"\");\n\treturn normalized.split(\"\\n\");\n}\n\nfunction rectanglePoints(): [number, number][] {\n\treturn [\n\t\t[0, 0],\n\t\t[1, 0],\n\t\t[1, 1],\n\t\t[0, 1],\n\t];\n}\n\nfunction appendProjectedPolygon(\n\tgroup: SVGGElement,\n\tpoints: [number, number][] | undefined,\n\tstyle: PrimitiveStyle | undefined,\n\tcellSize: number,\n): void {\n\tif (!points) return;\n\tconst polygon = document.createElementNS(NS, \"polygon\") as SVGPolygonElement;\n\tpolygon.setAttribute(\"points\", points.map((point) => projectLocalPoint(point, cellSize)).join(\" \"));\n\tapplyPrimitiveStyle(polygon, style, { fill: \"currentColor\", stroke: \"none\" });\n\tgroup.appendChild(polygon);\n}\n\nfunction appendProjectedPolyline(\n\tgroup: SVGGElement,\n\tline: LinePrimitive | undefined,\n\tstyle: PrimitiveStyle | undefined,\n\tcellSize: number,\n): void {\n\tif (!line?.points) return;\n\tconst polyline = document.createElementNS(NS, \"polyline\") as SVGPolylineElement;\n\tpolyline.setAttribute(\"points\", line.points.map((point) => projectLocalPoint(point, cellSize)).join(\" \"));\n\tpolyline.setAttribute(\"fill\", \"none\");\n\tpolyline.setAttribute(\"stroke-linecap\", line.lineCap ?? \"round\");\n\tpolyline.setAttribute(\"stroke-linejoin\", line.lineJoin ?? \"round\");\n\tapplyPrimitiveStyle(polyline, style, {\n\t\tfill: \"none\",\n\t\tstroke: \"currentColor\",\n\t});\n\tgroup.appendChild(polyline);\n}\n\nfunction appendCircle(group: SVGGElement, style: PrimitiveStyle | undefined, cellSize: number): void {\n\tconst center = projectLocalPoint([0.5, 0.5], cellSize);\n\tconst circle = document.createElementNS(NS, \"circle\") as SVGCircleElement;\n\tconst [cx, cy] = center.split(\",\").map(Number);\n\tcircle.setAttribute(\"cx\", String(cx));\n\tcircle.setAttribute(\"cy\", String(cy));\n\tcircle.setAttribute(\"r\", String(cellSize * 0.2));\n\tapplyPrimitiveStyle(circle, style, {\n\t\tfill: \"currentColor\",\n\t\tstroke: \"none\",\n\t});\n\tgroup.appendChild(circle);\n}\n\nfunction projectLocalPoint(point: [number, number], cellSize: number): string {\n\tconst projected = projectToRaw(point[0], point[1], cellSize);\n\tconst anchor = projectToRaw(1, 1, cellSize);\n\treturn `${projected.rawX - anchor.rawX},${projected.rawY - anchor.rawY}`;\n}\n\nfunction applyPrimitiveStyle(\n\tnode: SVGElement,\n\tstyle: PrimitiveStyle | undefined,\n\tdefaults: { fill: string; stroke: string },\n): void {\n\tnode.setAttribute(\"fill\", style?.fill ?? defaults.fill);\n\tnode.setAttribute(\"stroke\", style?.stroke ?? defaults.stroke);\n\tnode.setAttribute(\"stroke-width\", String(style?.strokeWidth ?? 0));\n\tnode.setAttribute(\"opacity\", String(style?.opacity ?? 1));\n\tif (style?.dash) node.setAttribute(\"stroke-dasharray\", style.dash.join(\" \"));\n}\n\nfunction createUrlAssetNode(url: string, assetName: string, cellSize: number, anchor?: [number, number]): SVGGElement {\n\tif (!isSafeAssetUrl(url)) {\n\t\tthrow new RenderError(\"INVALID_ASSET_URL\", `Asset URL is unsafe: ${assetName}`, { asset: assetName });\n\t}\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tconst image = document.createElementNS(NS, \"image\") as SVGImageElement;\n\tconst resolvedUrl = resolveBrowserAssetUrl(url);\n\tconst [anchorX, anchorY] = anchor ?? [0.5, 1];\n\timage.setAttribute(\"href\", resolvedUrl);\n\timage.setAttributeNS(\"http://www.w3.org/1999/xlink\", \"href\", resolvedUrl);\n\timage.setAttribute(\"x\", String(-cellSize * anchorX));\n\timage.setAttribute(\"y\", String(-cellSize * anchorY));\n\timage.setAttribute(\"width\", String(cellSize));\n\timage.setAttribute(\"height\", String(cellSize));\n\timage.setAttribute(\"preserveAspectRatio\", \"xMidYMax meet\");\n\tgroup.appendChild(image);\n\treturn group;\n}\n\nfunction createSpriteAssetNode(\n\turl: string,\n\tassetName: string,\n\tcellSize: number,\n\tsprite: CompiledSprite,\n\tanchor?: [number, number],\n): SVGGElement {\n\tif (!isSafeAssetUrl(url)) {\n\t\tthrow new RenderError(\"INVALID_ASSET_URL\", `Asset URL is unsafe: ${assetName}`, { asset: assetName });\n\t}\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tconst viewport = document.createElementNS(NS, \"svg\") as SVGSVGElement;\n\tconst image = document.createElementNS(NS, \"image\") as SVGImageElement;\n\tconst resolvedUrl = resolveBrowserAssetUrl(url);\n\tconst [anchorX, anchorY] = anchor ?? [0.5, 1];\n\tconst [rectX, rectY, rectWidth, rectHeight] = sprite.rect;\n\n\tviewport.setAttribute(\"x\", String(-cellSize * anchorX));\n\tviewport.setAttribute(\"y\", String(-cellSize * anchorY));\n\tviewport.setAttribute(\"width\", String(cellSize));\n\tviewport.setAttribute(\"height\", String(cellSize));\n\tviewport.setAttribute(\"viewBox\", `${rectX} ${rectY} ${rectWidth} ${rectHeight}`);\n\tviewport.setAttribute(\"preserveAspectRatio\", \"xMidYMax meet\");\n\n\timage.setAttribute(\"href\", resolvedUrl);\n\timage.setAttributeNS(\"http://www.w3.org/1999/xlink\", \"href\", resolvedUrl);\n\timage.setAttribute(\"x\", \"0\");\n\timage.setAttribute(\"y\", \"0\");\n\timage.setAttribute(\"width\", String(sprite.sheetSize[0]));\n\timage.setAttribute(\"height\", String(sprite.sheetSize[1]));\n\tviewport.appendChild(image);\n\tgroup.appendChild(viewport);\n\treturn group;\n}\n\nfunction resolveBrowserAssetUrl(url: string): string {\n\ttry {\n\t\tconst baseURI = document.baseURI;\n\t\treturn typeof baseURI === \"string\" ? new URL(url, baseURI).href : url;\n\t} catch {\n\t\treturn url;\n\t}\n}\n\nfunction isSafeAssetUrl(url: string): boolean {\n\tconst normalized = url.trim().toLowerCase();\n\treturn normalized.length > 0 && !normalized.startsWith(\"javascript:\");\n}\n",
11
- "import { RenderError } from \"../types/errors.ts\";\n\nconst CSS_CUSTOM_PROPERTY_PATTERN = /^--[a-zA-Z0-9-_]+$/;\n\nexport function applyThemeToElement(element: SVGElement | HTMLElement, themeVars: Record<string, string>): void {\n\tfor (const [name, value] of Object.entries(themeVars)) {\n\t\tif (!CSS_CUSTOM_PROPERTY_PATTERN.test(name)) {\n\t\t\tthrow new RenderError(\"INVALID_THEME_VAR\", `Invalid CSS custom property name: ${name}`);\n\t\t}\n\t\telement.style.setProperty(name, value);\n\t}\n}\n",
12
- "import { resolveTheme } from \"../types/asset-registry.ts\";\nimport { RenderError } from \"../types/errors.ts\";\nimport type { CameraGridArea, ConnectorEndpoint, RuntimeConnectorState, RuntimeElementState } from \"../types/node.ts\";\nimport type { RuntimeBundle } from \"../types/runtime-bundle.ts\";\nimport type { LayerDefinition } from \"../types/scene.ts\";\nimport { calculateVisualSize, projectToRaw, projectToScreen } from \"../utils/projection.ts\";\nimport { buildKeyframeCSS } from \"./animation-css.ts\";\nimport type { AssetResolver } from \"./asset-node.ts\";\nimport { createAssetNode, createAssetResolver, createPrimitiveAssetNode, createTextAssetNode } from \"./asset-node.ts\";\nimport { applyThemeToElement } from \"./theme.ts\";\n\nconst NS = \"http://www.w3.org/2000/svg\";\nconst BUILT_IN_TEXT_ASSET_ID = \"text\";\nconst BUILT_IN_PRIMITIVE_ASSET_IDS = new Set([\"rectangle\", \"circle\", \"polygon\", \"line\"]);\nconst DEFAULT_CONNECTOR_DASH: Record<\"dashed\" | \"dotted\", [number, number]> = {\n\tdashed: [12, 8],\n\tdotted: [0, 8],\n};\nconst ENDPOINT_RADIUS_GRID = 0.14;\nconst ARROW_LENGTH_GRID = 0.35;\nconst ARROW_WIDTH_GRID = 0.28;\nconst BAR_WIDTH_GRID = 0.4;\n\ninterface Bounds {\n\tminX: number;\n\tminY: number;\n\tmaxX: number;\n\tmaxY: number;\n}\n\ninterface ResolvedLayoutState {\n\tcellSize: number;\n\tpadding: { x: number; y: number };\n\tcontentBounds: Bounds;\n\tfloorBounds: Bounds;\n\tselectedBounds: Bounds;\n\tviewBox: { minX: number; minY: number; width: number; height: number };\n}\n\n/** Internal state tracked per element node. */\ninterface ElementState {\n\tnode: SVGGElement;\n\tcurrent: RuntimeElementState;\n\tanchor: [number, number];\n\tisHidden: boolean;\n\tentryKey?: string;\n\texitKey?: string;\n\tambient: Set<string>;\n}\n\nexport interface ViewBoxRect {\n\tminX: number;\n\tminY: number;\n\twidth: number;\n\theight: number;\n}\n\n/** Internal state tracked per connector node. */\ninterface ConnectorState {\n\tnode: SVGGElement;\n\tshaft: SVGPathElement;\n\tisHidden: boolean;\n\tambient: Set<string>;\n}\n\n/** Extended SVG with engine internals stored on it. */\ninterface SceneSVG extends SVGSVGElement {\n\t_layerMap: Map<string, Required<LayerDefinition>>;\n\t_elementMap: Map<string, ElementState>;\n\t_connectorMap: Map<string, ConnectorState>;\n\t_layout: ResolvedLayoutState;\n\t_viewBoxW: number;\n\t_viewBoxH: number;\n}\n\nexport interface RenderConfig {\n\tlabel?: string;\n\tthemeVars?: Record<string, string>;\n}\n\n// ── Public API ────────────────────────────────────────────────────────────\n\n/** Build the SVG DOM for a compiled runtime bundle and mount it into a container. */\nexport function buildSceneDOM(container: HTMLElement, bundle: RuntimeBundle, config?: RenderConfig): SVGSVGElement {\n\tconst layout = resolveSceneLayout(bundle);\n\tconst initialStop = bundle.scenes[0];\n\tconst allElements = collectElementDefinitions(bundle);\n\tconst allConnectors = collectConnectorDefinitions(bundle);\n\tconst initialById = new Map((initialStop?.elements ?? []).map((element) => [element.id, element]));\n\tconst initialConnectorsById = new Map((initialStop?.connectors ?? []).map((connector) => [connector.id, connector]));\n\n\tconst svg = createRootSvg(layout, config?.label, bundle.className);\n\tconst assetResolver = createAssetResolver(bundle);\n\n\tsvg.appendChild(createCssDefs());\n\n\tapplyThemeToElement(svg, {\n\t\t...(resolveTheme(bundle.theme) ?? {}),\n\t\t...(bundle.themeVars ?? {}),\n\t\t...(config?.themeVars ?? {}),\n\t});\n\n\tconst sortedLayers = sortLayers(bundle.layers);\n\tconst layerMap = createLayerMap(sortedLayers);\n\tif (bundle.floor.visible) {\n\t\tsvg.appendChild(createFloorGrid(bundle, layout));\n\t}\n\n\tconst connectorMap = new Map<string, ConnectorState>();\n\tfor (const def of allConnectors) {\n\t\tconst initial = initialConnectorsById.get(def.id) ?? {\n\t\t\t...def,\n\t\t\tpresence: \"removed\",\n\t\t};\n\t\tconst state = createConnectorInstance(initial, layout);\n\t\tif (initial.presence === \"removed\") {\n\t\t\tstate.isHidden = true;\n\t\t\thideElementAfterExit(state.node);\n\t\t}\n\t\tapplyConnectorAmbientClasses(state, initial.ambient ?? []);\n\t\tsvg.appendChild(state.node);\n\t\tconnectorMap.set(def.id, state);\n\t}\n\n\tconst depthGroup = document.createElementNS(NS, \"g\") as SVGGElement;\n\tdepthGroup.classList.add(\"iso-depth-layer\");\n\tdepthGroup.setAttribute(\"data-layer\", \"depth\");\n\tsvg.appendChild(depthGroup);\n\n\tconst labelGroup = document.createElementNS(NS, \"g\") as SVGGElement;\n\tlabelGroup.classList.add(\"iso-layer\", \"iso-layer-labels\");\n\tlabelGroup.setAttribute(\"data-layer\", \"labels\");\n\tsvg.appendChild(labelGroup);\n\n\tconst elementMap = new Map<string, ElementState>();\n\tconst sortedElements = sortElementsForPerspective(allElements);\n\tfor (const def of sortedElements) {\n\t\tconst declaredLayer = layerMap.get(def.layer);\n\t\tif (!declaredLayer) {\n\t\t\tthrow new RenderError(\"MISSING_LAYER\", `Unknown layer for \"${def.id}\": ${def.layer}`);\n\t\t}\n\n\t\tconst initial = initialById.get(def.id) ?? {\n\t\t\t...def,\n\t\t\tpresence: \"removed\",\n\t\t};\n\t\tconst instance = createElementInstance(initial, layout, assetResolver);\n\t\tinstance.anchor = assetAnchorForBounds(bundle, initial);\n\t\tinstance.node.classList.add(`iso-layer-${def.layer}`);\n\t\tinstance.node.setAttribute(\"data-layer\", def.layer);\n\t\tif (initial.presence === \"removed\") {\n\t\t\tinstance.isHidden = true;\n\t\t\thideElementAfterExit(instance.node);\n\t\t}\n\t\tapplyAmbientClasses(instance, initial.ambient ?? []);\n\t\tconst parent = isTextAsset(def.asset) ? labelGroup : depthGroup;\n\t\tparent.appendChild(instance.node);\n\t\telementMap.set(def.id, instance);\n\t}\n\n\tsvg._layerMap = layerMap;\n\tsvg._elementMap = elementMap;\n\tsvg._connectorMap = connectorMap;\n\tcontainer.appendChild(svg);\n\treturn svg;\n}\n\n/** Update transforms and ambient classes for a live set of interpolated runtime values. */\nexport function updateElementTransforms(\n\tsvg: SVGSVGElement & {\n\t\t_elementMap?: Map<string, ElementState | unknown>;\n\t\t_connectorMap?: Map<string, ConnectorState | unknown>;\n\t\t_layout?: ResolvedLayoutState;\n\t},\n\telements: RuntimeElementState[],\n\tconnectors: RuntimeConnectorState[] = [],\n): void {\n\tconst layout = svg._layout;\n\tif (!layout) return;\n\n\tconst map = svg._elementMap;\n\tif (map) {\n\t\tfor (const def of elements) {\n\t\t\tconst state = map.get(def.id) as ElementState | undefined;\n\t\t\tif (!state) continue;\n\t\t\tstate.current = def;\n\t\t\tupdateGeneratedElementContent(state.node, def, layout);\n\t\t\tapplyElementTransform(state.node, def, layout);\n\t\t\tapplyAmbientClasses(state, def.ambient ?? []);\n\t\t}\n\t}\n\n\tconst connectorMap = svg._connectorMap;\n\tif (!connectorMap) return;\n\tfor (const def of connectors) {\n\t\tconst state = connectorMap.get(def.id) as ConnectorState | undefined;\n\t\tif (!state) continue;\n\t\tapplyConnectorState(state, def, layout);\n\t}\n}\n\n/** Read the internal ElementState for an element by its id. */\nexport function getElementState(\n\tsvg: SVGSVGElement & { _elementMap?: Map<string, ElementState | unknown> },\n\tid: string,\n): ElementState | undefined {\n\treturn svg._elementMap?.get(id) as ElementState | undefined;\n}\n\n/** Read the internal ConnectorState for a connector by its id. */\nexport function getConnectorState(\n\tsvg: SVGSVGElement & {\n\t\t_connectorMap?: Map<string, ConnectorState | unknown>;\n\t},\n\tid: string,\n): ConnectorState | undefined {\n\treturn svg._connectorMap?.get(id) as ConnectorState | undefined;\n}\n\nexport function getResolvedViewBox(bundle: RuntimeBundle): {\n\tminX: number;\n\tminY: number;\n\twidth: number;\n\theight: number;\n} {\n\treturn resolveSceneLayout(bundle).viewBox;\n}\n\nexport function getResolvedProjectionLayout(bundle: RuntimeBundle): {\n\tcellSize: number;\n\tpadding: { x: number; y: number };\n\tselectedBounds: { minX: number; minY: number; maxX: number; maxY: number };\n} {\n\tconst layout = resolveSceneLayout(bundle);\n\treturn {\n\t\tcellSize: layout.cellSize,\n\t\tpadding: layout.padding,\n\t\tselectedBounds: layout.selectedBounds,\n\t};\n}\n\nexport function getCurrentElementBounds(\n\tsvg: SVGSVGElement & { _elementMap?: Map<string, ElementState | unknown>; _layout?: ResolvedLayoutState },\n\tid: string,\n): ViewBoxRect | undefined {\n\tconst layout = svg._layout;\n\tconst state = svg._elementMap?.get(id) as ElementState | undefined;\n\tif (!layout || !state || state.current.presence === \"removed\") return undefined;\n\treturn boundsToViewBox(calculateElementBounds(state.current, layout, state.anchor));\n}\n\nexport function getGridAreaBounds(bundle: RuntimeBundle, area: CameraGridArea): ViewBoxRect {\n\tconst layout = resolveSceneLayout(bundle);\n\tconst [x, y] = area.at;\n\tconst [width, height] = area.size;\n\tlet bounds = emptyBounds();\n\tfor (const point of [\n\t\t[x, y],\n\t\t[x + width, y],\n\t\t[x, y + height],\n\t\t[x + width, y + height],\n\t] as Array<[number, number]>) {\n\t\tconst screen = projectToScreen(\n\t\t\tpoint[0],\n\t\t\tpoint[1],\n\t\t\tlayout.cellSize,\n\t\t\tlayout.selectedBounds.minX,\n\t\t\tlayout.selectedBounds.minY,\n\t\t\tlayout.padding.x,\n\t\t\tlayout.padding.y,\n\t\t);\n\t\tbounds = includePoint(bounds, screen.screenX, screen.screenY);\n\t}\n\treturn boundsToViewBox(bounds);\n}\n\nexport function applySceneViewBox(svg: SVGSVGElement, viewBox: ViewBoxRect): void {\n\tsvg.setAttribute(\"viewBox\", `${viewBox.minX} ${viewBox.minY} ${viewBox.width} ${viewBox.height}`);\n}\n\n// ── Lifecycle helpers ─────────────────────────────────────────────────────\n\n/** Hide an element after its exit animation completes. */\nexport function hideElementAfterExit(node: SVGElement): void {\n\tnode.style.visibility = \"hidden\";\n\tnode.style.pointerEvents = \"none\";\n}\n\n/** Show an element on re-addition. */\nexport function unhideElementOnReadd(node: SVGElement): void {\n\tnode.style.visibility = \"visible\";\n\tnode.style.pointerEvents = \"auto\";\n}\n\n/** Create a new element SVG instance for lifecycle re-instantiation. */\nexport function createNewElementInstance(def: RuntimeElementState, parent?: SVGGElement | null): SVGGElement {\n\tconst layout: ResolvedLayoutState = {\n\t\tcellSize: 64,\n\t\tpadding: { x: 0, y: 0 },\n\t\tcontentBounds: emptyBounds(),\n\t\tfloorBounds: emptyBounds(),\n\t\tselectedBounds: { minX: 0, minY: 0, maxX: 64, maxY: 64 },\n\t\tviewBox: { minX: 0, minY: 0, width: 64, height: 64 },\n\t};\n\tconst instance = createElementInstance(def, layout, createAssetResolver());\n\tparent?.appendChild(instance.node);\n\treturn instance.node;\n}\n\n/** Remove an element node from the DOM. */\nexport function removeElementNode(node: SVGElement): void {\n\tnode.parentElement?.removeChild(node);\n}\n\n// ── Layout helpers ────────────────────────────────────────────────────────\n\nfunction resolveSceneLayout(bundle: RuntimeBundle): ResolvedLayoutState {\n\tconst cellSize = bundle.grid.cellSize;\n\tconst padding = bundle.layout.padding;\n\tconst contentBounds = calculateContentBounds(bundle, cellSize);\n\tconst floorBounds = calculateFloorBounds(bundle, cellSize);\n\tconst selectedBounds = selectBounds(bundle.layout.bounds, contentBounds, floorBounds);\n\tconst width = selectedBounds.maxX - selectedBounds.minX + padding.x * 2;\n\tconst height = selectedBounds.maxY - selectedBounds.minY + padding.y * 2;\n\tconst viewBox = {\n\t\tminX: 0,\n\t\tminY: 0,\n\t\twidth: roundDimension(width || cellSize),\n\t\theight: roundDimension(height || cellSize),\n\t};\n\n\treturn {\n\t\tcellSize,\n\t\tpadding,\n\t\tcontentBounds,\n\t\tfloorBounds,\n\t\tselectedBounds,\n\t\tviewBox,\n\t};\n}\n\nfunction calculateContentBounds(bundle: RuntimeBundle, cellSize: number): Bounds {\n\tlet bounds = emptyBounds();\n\tfor (const stop of bundle.scenes) {\n\t\tfor (const element of stop.elements ?? []) {\n\t\t\tif (element.presence === \"removed\") continue;\n\t\t\tbounds = includeBounds(bounds, calculateRawElementBounds(bundle, element, cellSize));\n\t\t}\n\t\tfor (const connector of stop.connectors ?? []) {\n\t\t\tif (connector.presence === \"removed\") continue;\n\t\t\tbounds = includeBounds(bounds, calculateConnectorBounds(connector, cellSize));\n\t\t}\n\t}\n\treturn normalizeBounds(bounds, cellSize);\n}\n\nfunction calculateRawElementBounds(bundle: RuntimeBundle, element: RuntimeElementState, cellSize: number): Bounds {\n\tconst { rawX, rawY } = projectToRaw(element.pos[0] + element.size, element.pos[1] + element.size, cellSize);\n\tconst visualSize = calculateVisualSize(element.size, cellSize);\n\tconst [anchorX, anchorY] = assetAnchorForBounds(bundle, element);\n\treturn {\n\t\tminX: rawX - visualSize * anchorX,\n\t\tminY: rawY - visualSize * anchorY,\n\t\tmaxX: rawX + visualSize * (1 - anchorX),\n\t\tmaxY: rawY + visualSize * (1 - anchorY),\n\t};\n}\n\nfunction calculateElementBounds(\n\telement: RuntimeElementState,\n\tlayout: ResolvedLayoutState,\n\tanchor: [number, number],\n): Bounds {\n\tconst screen = projectToScreen(\n\t\telement.pos[0] + element.size,\n\t\telement.pos[1] + element.size,\n\t\tlayout.cellSize,\n\t\tlayout.selectedBounds.minX,\n\t\tlayout.selectedBounds.minY,\n\t\tlayout.padding.x,\n\t\tlayout.padding.y,\n\t);\n\tconst visualSize = calculateVisualSize(element.size, layout.cellSize);\n\treturn {\n\t\tminX: screen.screenX - visualSize * anchor[0],\n\t\tminY: screen.screenY - visualSize * anchor[1],\n\t\tmaxX: screen.screenX + visualSize * (1 - anchor[0]),\n\t\tmaxY: screen.screenY + visualSize * (1 - anchor[1]),\n\t};\n}\n\nfunction assetAnchorForBounds(bundle: RuntimeBundle, element: RuntimeElementState): [number, number] {\n\treturn bundle.assets?.[element.asset]?.anchor ?? [0.5, 1];\n}\n\nfunction calculateConnectorBounds(connector: RuntimeConnectorState, cellSize: number): Bounds {\n\tlet bounds = emptyBounds();\n\tfor (const [x, y] of connector.route) {\n\t\tconst { rawX, rawY } = projectToRaw(x, y, cellSize);\n\t\tbounds = includePoint(bounds, rawX, rawY);\n\t}\n\tconst endpointPadding = Math.max(ARROW_LENGTH_GRID, BAR_WIDTH_GRID, ENDPOINT_RADIUS_GRID * 2) * cellSize;\n\tconst strokePadding = connector.style.strokeWidth / 2 + (connector.style.outlineWidth ?? 0);\n\tconst padding = endpointPadding + strokePadding;\n\treturn {\n\t\tminX: bounds.minX - padding,\n\t\tminY: bounds.minY - padding,\n\t\tmaxX: bounds.maxX + padding,\n\t\tmaxY: bounds.maxY + padding,\n\t};\n}\n\nfunction calculateFloorBounds(bundle: RuntimeBundle, cellSize: number): Bounds {\n\tconst origin = bundle.floor.origin;\n\tconst [width, height] = bundle.floor.size;\n\tconst points: Array<[number, number]> = [\n\t\torigin,\n\t\t[origin[0] + width, origin[1]],\n\t\t[origin[0], origin[1] + height],\n\t\t[origin[0] + width, origin[1] + height],\n\t];\n\tlet bounds = emptyBounds();\n\tfor (const [x, y] of points) {\n\t\tconst { rawX, rawY } = projectToRaw(x, y, cellSize);\n\t\tbounds = includePoint(bounds, rawX, rawY);\n\t}\n\treturn normalizeBounds(bounds, cellSize);\n}\n\nfunction selectBounds(mode: RuntimeBundle[\"layout\"][\"bounds\"], content: Bounds, floor: Bounds): Bounds {\n\tif (mode === \"content\") return content;\n\tif (mode === \"floor\") return floor;\n\treturn includeBounds(content, floor);\n}\n\nfunction emptyBounds(): Bounds {\n\treturn {\n\t\tminX: Number.POSITIVE_INFINITY,\n\t\tminY: Number.POSITIVE_INFINITY,\n\t\tmaxX: Number.NEGATIVE_INFINITY,\n\t\tmaxY: Number.NEGATIVE_INFINITY,\n\t};\n}\n\nfunction normalizeBounds(bounds: Bounds, cellSize: number): Bounds {\n\tif (Number.isFinite(bounds.minX)) return bounds;\n\treturn { minX: 0, minY: 0, maxX: cellSize, maxY: cellSize };\n}\n\nfunction boundsToViewBox(bounds: Bounds): ViewBoxRect {\n\tconst centerX = (bounds.minX + bounds.maxX) / 2;\n\tconst centerY = (bounds.minY + bounds.maxY) / 2;\n\tconst width = Math.max(1, bounds.maxX - bounds.minX);\n\tconst height = Math.max(1, bounds.maxY - bounds.minY);\n\treturn {\n\t\tminX: roundDimension(centerX - width / 2),\n\t\tminY: roundDimension(centerY - height / 2),\n\t\twidth: roundDimension(width),\n\t\theight: roundDimension(height),\n\t};\n}\n\nfunction includePoint(bounds: Bounds, x: number, y: number): Bounds {\n\treturn {\n\t\tminX: Math.min(bounds.minX, x),\n\t\tminY: Math.min(bounds.minY, y),\n\t\tmaxX: Math.max(bounds.maxX, x),\n\t\tmaxY: Math.max(bounds.maxY, y),\n\t};\n}\n\nfunction includeBounds(bounds: Bounds, next: Bounds): Bounds {\n\treturn {\n\t\tminX: Math.min(bounds.minX, next.minX),\n\t\tminY: Math.min(bounds.minY, next.minY),\n\t\tmaxX: Math.max(bounds.maxX, next.maxX),\n\t\tmaxY: Math.max(bounds.maxY, next.maxY),\n\t};\n}\n\nfunction roundDimension(value: number): number {\n\treturn Math.round(value * 1000) / 1000;\n}\n\n// ── Private helpers ───────────────────────────────────────────────────────\n\nfunction createRootSvg(layout: ResolvedLayoutState, label?: string, className?: string): SceneSVG {\n\tconst svg = document.createElementNS(NS, \"svg\") as SceneSVG;\n\tsvg.classList.add(\"iso-scene\");\n\tfor (const token of className?.trim().split(/\\s+/) ?? []) {\n\t\tif (token) svg.classList.add(token);\n\t}\n\tsvg.setAttribute(\"width\", \"100%\");\n\tsvg.setAttribute(\"height\", \"100%\");\n\tsvg.setAttribute(\n\t\t\"viewBox\",\n\t\t`${layout.viewBox.minX} ${layout.viewBox.minY} ${layout.viewBox.width} ${layout.viewBox.height}`,\n\t);\n\tsvg.setAttribute(\"preserveAspectRatio\", \"xMidYMid meet\");\n\tsvg.style.width = \"100%\";\n\tsvg.style.height = \"100%\";\n\tsvg.style.display = \"block\";\n\tif (label) {\n\t\tsvg.setAttribute(\"role\", \"img\");\n\t\tsvg.setAttribute(\"aria-label\", label);\n\t} else {\n\t\tsvg.setAttribute(\"aria-hidden\", \"true\");\n\t}\n\tsvg._layout = layout;\n\tsvg._viewBoxW = layout.viewBox.width;\n\tsvg._viewBoxH = layout.viewBox.height;\n\treturn svg;\n}\n\nfunction createCssDefs(): SVGStyleElement {\n\tconst styleEl = document.createElementNS(NS, \"style\") as SVGStyleElement;\n\tstyleEl.textContent = buildKeyframeCSS();\n\treturn styleEl;\n}\n\nfunction createFloorGrid(bundle: RuntimeBundle, layout: ResolvedLayoutState): SVGGElement {\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tgroup.classList.add(\"iso-floor-grid\", `iso-layer-${bundle.floor.layer}`);\n\tgroup.setAttribute(\"data-layer\", bundle.floor.layer);\n\n\tconst [originX, originY] = bundle.floor.origin;\n\tconst [columns, rows] = bundle.floor.size;\n\tconst corners = [\n\t\tprojectGridPoint(originX, originY, layout),\n\t\tprojectGridPoint(originX + columns, originY, layout),\n\t\tprojectGridPoint(originX + columns, originY + rows, layout),\n\t\tprojectGridPoint(originX, originY + rows, layout),\n\t];\n\n\tconst slab = document.createElementNS(NS, \"polygon\");\n\tslab.classList.add(\"iso-floor-slab\");\n\tslab.setAttribute(\"points\", corners.map(pointToString).join(\" \"));\n\tslab.setAttribute(\"fill\", \"#dbe6f4\");\n\tslab.setAttribute(\"fill-opacity\", \"0.22\");\n\tslab.setAttribute(\"stroke\", \"#b9c9df\");\n\tslab.setAttribute(\"stroke-width\", \"1\");\n\tgroup.appendChild(slab);\n\n\tfor (let x = 0; x <= columns; x++) {\n\t\tgroup.appendChild(\n\t\t\tcreateFloorLine(\n\t\t\t\tprojectGridPoint(originX + x, originY, layout),\n\t\t\t\tprojectGridPoint(originX + x, originY + rows, layout),\n\t\t\t),\n\t\t);\n\t}\n\n\tfor (let y = 0; y <= rows; y++) {\n\t\tgroup.appendChild(\n\t\t\tcreateFloorLine(\n\t\t\t\tprojectGridPoint(originX, originY + y, layout),\n\t\t\t\tprojectGridPoint(originX + columns, originY + y, layout),\n\t\t\t),\n\t\t);\n\t}\n\n\treturn group;\n}\n\nfunction createFloorLine(start: { x: number; y: number }, end: { x: number; y: number }): SVGLineElement {\n\tconst line = document.createElementNS(NS, \"line\") as SVGLineElement;\n\tline.setAttribute(\"x1\", String(start.x));\n\tline.setAttribute(\"y1\", String(start.y));\n\tline.setAttribute(\"x2\", String(end.x));\n\tline.setAttribute(\"y2\", String(end.y));\n\tline.setAttribute(\"stroke\", \"#2563eb\");\n\tline.setAttribute(\"stroke-width\", \"1\");\n\tline.setAttribute(\"stroke-dasharray\", \"5 5\");\n\tline.setAttribute(\"stroke-opacity\", \"0.2\");\n\treturn line;\n}\n\nfunction projectGridPoint(x: number, y: number, layout: ResolvedLayoutState): { x: number; y: number } {\n\tconst screen = projectToScreen(\n\t\tx,\n\t\ty,\n\t\tlayout.cellSize,\n\t\tlayout.selectedBounds.minX,\n\t\tlayout.selectedBounds.minY,\n\t\tlayout.padding.x,\n\t\tlayout.padding.y,\n\t);\n\treturn { x: screen.screenX, y: screen.screenY };\n}\n\nfunction pointToString(point: { x: number; y: number }): string {\n\treturn `${point.x},${point.y}`;\n}\n\nfunction createLayerMap(layers: Required<LayerDefinition>[]): Map<string, Required<LayerDefinition>> {\n\treturn new Map(layers.map((layer) => [layer.name, layer]));\n}\n\nfunction sortLayers(layers: LayerDefinition[]): Required<LayerDefinition>[] {\n\treturn [...layers]\n\t\t.map((layer, index) => ({ name: layer.name, order: layer.order ?? index }))\n\t\t.sort((a, b) => a.order - b.order || a.name.localeCompare(b.name));\n}\n\nfunction sortElementsForPerspective(elements: RuntimeElementState[]): RuntimeElementState[] {\n\treturn elements.slice().sort((a, b) => {\n\t\tconst bucket = renderBucket(a) - renderBucket(b);\n\t\tif (bucket !== 0) return bucket;\n\t\tconst depth = a.pos[0] + a.pos[1] - (b.pos[0] + b.pos[1]);\n\t\tif (depth !== 0) return depth;\n\t\treturn a.id.localeCompare(b.id);\n\t});\n}\n\nfunction renderBucket(element: RuntimeElementState): number {\n\tif (isPrimitiveAsset(element.asset)) return 0;\n\tif (isTextAsset(element.asset)) return 2;\n\treturn 1;\n}\n\nfunction collectElementDefinitions(bundle: RuntimeBundle): RuntimeElementState[] {\n\tconst byId = new Map<string, RuntimeElementState>();\n\tfor (const stop of bundle.scenes) {\n\t\tfor (const element of stop.elements ?? []) {\n\t\t\tif (!byId.has(element.id) || byId.get(element.id)?.presence === \"removed\") {\n\t\t\t\tbyId.set(element.id, element);\n\t\t\t}\n\t\t}\n\t}\n\treturn [...byId.values()];\n}\n\nfunction collectConnectorDefinitions(bundle: RuntimeBundle): RuntimeConnectorState[] {\n\tconst byId = new Map<string, RuntimeConnectorState>();\n\tfor (const stop of bundle.scenes) {\n\t\tfor (const connector of stop.connectors ?? []) {\n\t\t\tif (!byId.has(connector.id) || byId.get(connector.id)?.presence === \"removed\") {\n\t\t\t\tbyId.set(connector.id, connector);\n\t\t\t}\n\t\t}\n\t}\n\treturn [...byId.values()];\n}\n\n/** Create a single element SVG instance applying entry animation. */\nfunction createElementInstance(\n\tdef: RuntimeElementState,\n\tlayout: ResolvedLayoutState,\n\tresolveAsset: AssetResolver,\n): ElementState {\n\tconst node =\n\t\tdef.asset === BUILT_IN_TEXT_ASSET_ID\n\t\t\t? createTextAssetNode(def.text, def.asset, layout.cellSize)\n\t\t\t: isPrimitiveAsset(def.asset)\n\t\t\t\t? createPrimitiveAssetNode(def.asset, def.primitive, layout.cellSize)\n\t\t\t\t: createResolvedAssetNode(def, resolveAsset, layout.cellSize);\n\tnode.classList.add(\"iso-element\", `iso-element-${def.id}`);\n\tnode.setAttribute(\"data-id\", def.id);\n\tnode.setAttribute(\"data-asset\", def.asset);\n\tnode.style.overflow = \"visible\";\n\tnode.style.pointerEvents = \"auto\";\n\tapplyElementTransform(node, def, layout);\n\n\tconst entryAnim = def.enter;\n\tif (entryAnim && entryAnim !== \"none\" && def.presence !== \"removed\") {\n\t\tconst keyName = `iso-anim-${entryAnim}`;\n\t\tanimateElement(node, keyName, \"enter\");\n\t\tnode.addEventListener(\n\t\t\t\"animationend\",\n\t\t\t() => {\n\t\t\t\tnode.style.animation = \"\";\n\t\t\t},\n\t\t\t{ once: true },\n\t\t);\n\t\treturn { node, current: def, anchor: [0.5, 1], isHidden: false, entryKey: entryAnim, ambient: new Set() };\n\t}\n\n\treturn { node, current: def, anchor: [0.5, 1], isHidden: false, ambient: new Set() };\n}\n\nfunction isTextAsset(assetId: string): boolean {\n\treturn assetId === BUILT_IN_TEXT_ASSET_ID;\n}\n\nfunction isPrimitiveAsset(assetId: string): boolean {\n\treturn BUILT_IN_PRIMITIVE_ASSET_IDS.has(assetId);\n}\n\nfunction createResolvedAssetNode(def: RuntimeElementState, resolveAsset: AssetResolver, cellSize: number): SVGGElement {\n\tconst asset = resolveAsset(def.asset);\n\tif (!asset) {\n\t\tthrow new RenderError(\"ASSET_NOT_FOUND\", `Asset not found: ${def.asset}`, {\n\t\t\tasset: def.asset,\n\t\t\telementId: def.id,\n\t\t});\n\t}\n\treturn createAssetNode(asset, def.asset, cellSize);\n}\n\nfunction updateGeneratedElementContent(node: SVGGElement, def: RuntimeElementState, layout: ResolvedLayoutState): void {\n\tif (!isTextAsset(def.asset) && !isPrimitiveAsset(def.asset)) return;\n\tconst replacement = isTextAsset(def.asset)\n\t\t? createTextAssetNode(def.text, def.asset, layout.cellSize)\n\t\t: createPrimitiveAssetNode(def.asset, def.primitive, layout.cellSize);\n\tclearChildren(node);\n\twhile (replacement.firstChild) {\n\t\tconst child = replacement.firstChild;\n\t\treplacement.removeChild(child);\n\t\tnode.appendChild(child);\n\t}\n}\n\nfunction createConnectorInstance(def: RuntimeConnectorState, layout: ResolvedLayoutState): ConnectorState {\n\tconst node = document.createElementNS(NS, \"g\") as SVGGElement;\n\tconst shaft = document.createElementNS(NS, \"path\") as SVGPathElement;\n\tconst state = { node, shaft, isHidden: false, ambient: new Set<string>() };\n\tapplyConnectorState(state, def, layout);\n\n\tconst entryAnim = def.enter;\n\tif (entryAnim && entryAnim !== \"none\" && def.presence !== \"removed\") {\n\t\tanimateElement(node, `iso-anim-${entryAnim}`, \"enter\");\n\t\tnode.addEventListener(\n\t\t\t\"animationend\",\n\t\t\t() => {\n\t\t\t\tnode.style.animation = \"\";\n\t\t\t},\n\t\t\t{ once: true },\n\t\t);\n\t}\n\n\treturn state;\n}\n\nfunction applyConnectorState(state: ConnectorState, def: RuntimeConnectorState, layout: ResolvedLayoutState): void {\n\tapplyConnectorGroupAttrs(state.node, def);\n\tclearChildren(state.node);\n\n\tconst d = routePath(def.route, layout);\n\tif (shouldRenderOutline(def)) {\n\t\tconst outline = document.createElementNS(NS, \"path\") as SVGPathElement;\n\t\toutline.classList.add(\"iso-connector-outline\");\n\t\tapplyConnectorPathAttrs(outline, def, d, {\n\t\t\tstroke: def.style.outline ?? def.style.stroke,\n\t\t\tstrokeWidth: def.style.strokeWidth + def.style.outlineWidth * 2,\n\t\t\tincludeDash: false,\n\t\t});\n\t\tstate.node.appendChild(outline);\n\t}\n\n\tstate.shaft = document.createElementNS(NS, \"path\") as SVGPathElement;\n\tstate.shaft.classList.add(\"iso-connector-shaft\");\n\tapplyConnectorPathAttrs(state.shaft, def, d, {\n\t\tstroke: def.style.stroke,\n\t\tstrokeWidth: def.style.strokeWidth,\n\t\tincludeDash: true,\n\t});\n\tstate.node.appendChild(state.shaft);\n\n\tif (def.style.variant === \"road\" && def.style.lane === \"center-dashed\") {\n\t\tconst lane = document.createElementNS(NS, \"path\") as SVGPathElement;\n\t\tlane.classList.add(\"iso-connector-lane\");\n\t\tapplyConnectorPathAttrs(lane, def, d, {\n\t\t\tstroke: \"#ffffff\",\n\t\t\tstrokeWidth: Math.max(1, def.style.strokeWidth * 0.12),\n\t\t\tincludeDash: false,\n\t\t});\n\t\tlane.setAttribute(\"stroke-dasharray\", \"8 8\");\n\t\tstate.node.appendChild(lane);\n\t}\n\n\tappendEndpoint(state.node, def, \"start\", layout);\n\tappendEndpoint(state.node, def, \"end\", layout);\n\tapplyConnectorAmbientClasses(state, def.ambient ?? []);\n}\n\nfunction clearChildren(node: SVGElement): void {\n\twhile (node.firstChild) node.removeChild(node.firstChild);\n}\n\nfunction applyConnectorGroupAttrs(node: SVGGElement, def: RuntimeConnectorState): void {\n\tnode.setAttribute(\n\t\t\"class\",\n\t\t[\n\t\t\t\"iso-connector\",\n\t\t\t`iso-connector-${def.id}`,\n\t\t\t`iso-connector-variant-${def.style.variant}`,\n\t\t\t`iso-connector-pattern-${def.style.pattern}`,\n\t\t\t`iso-connector-direction-${def.direction}`,\n\t\t\t`iso-layer-${def.layer}`,\n\t\t].join(\" \"),\n\t);\n\tnode.setAttribute(\"data-id\", def.id);\n\tnode.setAttribute(\"data-layer\", def.layer);\n\tnode.style.overflow = \"visible\";\n\tnode.style.pointerEvents = \"auto\";\n}\n\nfunction shouldRenderOutline(def: RuntimeConnectorState): boolean {\n\treturn Boolean(def.style.outline && def.style.outlineWidth > 0);\n}\n\nfunction applyConnectorPathAttrs(\n\tpath: SVGPathElement,\n\tdef: RuntimeConnectorState,\n\td: string,\n\toptions: { stroke: string; strokeWidth: number; includeDash: boolean },\n): void {\n\tpath.setAttribute(\"d\", d);\n\tpath.setAttribute(\"fill\", \"none\");\n\tpath.setAttribute(\"stroke\", options.stroke);\n\tpath.setAttribute(\"stroke-width\", String(options.strokeWidth));\n\tpath.setAttribute(\"stroke-linecap\", \"round\");\n\tpath.setAttribute(\"stroke-linejoin\", \"round\");\n\tpath.setAttribute(\"opacity\", String(def.style.opacity));\n\tif (options.includeDash && def.style.pattern !== \"solid\") {\n\t\tconst dash = def.style.dash ?? DEFAULT_CONNECTOR_DASH[def.style.pattern];\n\t\tpath.setAttribute(\"stroke-dasharray\", dash.join(\" \"));\n\t}\n}\n\nfunction routePath(route: [number, number][], layout: ResolvedLayoutState): string {\n\treturn route\n\t\t.map((point, index) => {\n\t\t\tconst projected = projectGridPoint(point[0], point[1], layout);\n\t\t\treturn `${index === 0 ? \"M\" : \"L\"} ${projected.x} ${projected.y}`;\n\t\t})\n\t\t.join(\" \");\n}\n\nfunction appendEndpoint(\n\tgroup: SVGGElement,\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): void {\n\tconst endpoint = def[kind];\n\tif (endpoint === \"none\" || def.route.length < 2) return;\n\n\tconst node = createEndpointNode(endpoint, def, kind, layout);\n\tnode.classList.add(`iso-connector-${kind}`);\n\tgroup.appendChild(node);\n}\n\nfunction createEndpointNode(\n\tendpoint: ConnectorEndpoint,\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGElement {\n\tswitch (endpoint) {\n\t\tcase \"arrow\":\n\t\t\treturn createArrowEndpoint(def, kind, layout);\n\t\tcase \"dot\":\n\t\t\treturn createCircleEndpoint(def, kind, layout, true);\n\t\tcase \"circle\":\n\t\t\treturn createCircleEndpoint(def, kind, layout, false);\n\t\tcase \"diamond\":\n\t\t\treturn createDiamondEndpoint(def, kind, layout);\n\t\tcase \"bar\":\n\t\t\treturn createBarEndpoint(def, kind, layout);\n\t\tcase \"none\":\n\t\t\tthrow new RenderError(\"CONNECTOR_ENDPOINT_NONE\", \"Cannot create geometry for endpoint none\");\n\t}\n}\n\nfunction createArrowEndpoint(\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGPolygonElement {\n\tconst tip = endpointPoint(def, kind);\n\tconst direction = endpointDirection(def, kind);\n\tconst perpendicular: [number, number] = [-direction[1], direction[0]];\n\tconst base: [number, number] = [tip[0] - direction[0] * ARROW_LENGTH_GRID, tip[1] - direction[1] * ARROW_LENGTH_GRID];\n\tconst halfWidth = ARROW_WIDTH_GRID / 2;\n\tconst points = [\n\t\ttip,\n\t\t[base[0] + perpendicular[0] * halfWidth, base[1] + perpendicular[1] * halfWidth] as [number, number],\n\t\t[base[0] - perpendicular[0] * halfWidth, base[1] - perpendicular[1] * halfWidth] as [number, number],\n\t].map((point) => projectGridPoint(point[0], point[1], layout));\n\n\tconst polygon = document.createElementNS(NS, \"polygon\") as SVGPolygonElement;\n\tpolygon.setAttribute(\"points\", points.map(pointToString).join(\" \"));\n\tpolygon.setAttribute(\"fill\", def.style.stroke);\n\tpolygon.setAttribute(\"opacity\", String(def.style.opacity));\n\treturn polygon;\n}\n\nfunction createCircleEndpoint(\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n\tfilled: boolean,\n): SVGCircleElement {\n\tconst point = endpointPoint(def, kind);\n\tconst projected = projectGridPoint(point[0], point[1], layout);\n\tconst circle = document.createElementNS(NS, \"circle\") as SVGCircleElement;\n\tcircle.setAttribute(\"cx\", String(projected.x));\n\tcircle.setAttribute(\"cy\", String(projected.y));\n\tcircle.setAttribute(\"r\", String(ENDPOINT_RADIUS_GRID * layout.cellSize));\n\tcircle.setAttribute(\"stroke\", def.style.stroke);\n\tcircle.setAttribute(\"stroke-width\", String(Math.max(1, def.style.strokeWidth)));\n\tcircle.setAttribute(\"opacity\", String(def.style.opacity));\n\tcircle.setAttribute(\"fill\", filled ? def.style.stroke : \"none\");\n\treturn circle;\n}\n\nfunction createDiamondEndpoint(\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGPolygonElement {\n\tconst center = endpointPoint(def, kind);\n\tconst radius = ENDPOINT_RADIUS_GRID;\n\tconst points: [number, number][] = [\n\t\t[center[0], center[1] - radius],\n\t\t[center[0] + radius, center[1]],\n\t\t[center[0], center[1] + radius],\n\t\t[center[0] - radius, center[1]],\n\t];\n\tconst polygon = document.createElementNS(NS, \"polygon\") as SVGPolygonElement;\n\tpolygon.setAttribute(\n\t\t\"points\",\n\t\tpoints\n\t\t\t.map((point) => projectGridPoint(point[0], point[1], layout))\n\t\t\t.map(pointToString)\n\t\t\t.join(\" \"),\n\t);\n\tpolygon.setAttribute(\"fill\", def.style.stroke);\n\tpolygon.setAttribute(\"opacity\", String(def.style.opacity));\n\treturn polygon;\n}\n\nfunction createBarEndpoint(\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGLineElement {\n\tconst center = endpointPoint(def, kind);\n\tconst direction = endpointDirection(def, kind);\n\tconst perpendicular: [number, number] = [-direction[1], direction[0]];\n\tconst half = BAR_WIDTH_GRID / 2;\n\tconst a = projectGridPoint(center[0] + perpendicular[0] * half, center[1] + perpendicular[1] * half, layout);\n\tconst b = projectGridPoint(center[0] - perpendicular[0] * half, center[1] - perpendicular[1] * half, layout);\n\tconst line = document.createElementNS(NS, \"line\") as SVGLineElement;\n\tline.setAttribute(\"x1\", String(a.x));\n\tline.setAttribute(\"y1\", String(a.y));\n\tline.setAttribute(\"x2\", String(b.x));\n\tline.setAttribute(\"y2\", String(b.y));\n\tline.setAttribute(\"stroke\", def.style.stroke);\n\tline.setAttribute(\"stroke-width\", String(Math.max(1, def.style.strokeWidth)));\n\tline.setAttribute(\"stroke-linecap\", \"round\");\n\tline.setAttribute(\"opacity\", String(def.style.opacity));\n\treturn line;\n}\n\nfunction endpointPoint(def: RuntimeConnectorState, kind: \"start\" | \"end\"): [number, number] {\n\treturn kind === \"start\" ? def.route[0] : def.route[def.route.length - 1];\n}\n\nfunction endpointDirection(def: RuntimeConnectorState, kind: \"start\" | \"end\"): [number, number] {\n\tconst point =\n\t\tkind === \"start\"\n\t\t\t? vectorBetween(def.route[0], def.route[1])\n\t\t\t: vectorBetween(def.route[def.route.length - 2], def.route[def.route.length - 1]);\n\tconst effective = def.direction === \"reverse\" ? ([-point[0], -point[1]] as [number, number]) : point;\n\treturn normalizeVector(effective);\n}\n\nfunction vectorBetween(start: [number, number], end: [number, number]): [number, number] {\n\treturn [end[0] - start[0], end[1] - start[1]];\n}\n\nfunction normalizeVector(vector: [number, number]): [number, number] {\n\tconst length = Math.hypot(vector[0], vector[1]);\n\tif (length === 0) return [1, 0];\n\treturn [vector[0] / length, vector[1] / length];\n}\n\nfunction applyElementTransform(node: SVGGElement, def: RuntimeElementState, layout: ResolvedLayoutState): void {\n\tconst screen = projectToScreen(\n\t\tdef.pos[0] + def.size,\n\t\tdef.pos[1] + def.size,\n\t\tlayout.cellSize,\n\t\tlayout.selectedBounds.minX,\n\t\tlayout.selectedBounds.minY,\n\t\tlayout.padding.x,\n\t\tlayout.padding.y,\n\t);\n\tconst visualSize = calculateVisualSize(def.size, layout.cellSize);\n\tconst scale = visualSize / layout.cellSize;\n\tnode.setAttribute(\"transform\", `translate(${screen.screenX} ${screen.screenY}) scale(${scale})`);\n}\n\nfunction applyAmbientClasses(state: ElementState, ambient: RuntimeElementState[\"ambient\"]): void {\n\tconst next = new Set((ambient ?? []).map((item) => item.name));\n\tfor (const name of state.ambient) {\n\t\tif (!next.has(name)) state.node.classList.remove(`iso-ambient-${name}`);\n\t}\n\tfor (const name of next) {\n\t\tif (!state.ambient.has(name)) state.node.classList.add(`iso-ambient-${name}`);\n\t}\n\tstate.ambient = next;\n}\n\nfunction applyConnectorAmbientClasses(state: ConnectorState, ambient: RuntimeConnectorState[\"ambient\"]): void {\n\tconst next = new Set((ambient ?? []).map((item) => item.name));\n\tfor (const name of state.ambient) {\n\t\tif (!next.has(name)) state.shaft.classList.remove(`iso-ambient-${name}`);\n\t}\n\tfor (const name of next) {\n\t\tstate.shaft.classList.add(`iso-ambient-${name}`);\n\t}\n\tstate.ambient = next;\n}\n\n/** Apply a CSS keyframe animation to an element. */\nexport function animateElement(node: SVGElement, keyframeName: string, type: \"enter\" | \"exit\" = \"enter\"): void {\n\tnode.style.opacity = \"1\";\n\tnode.style.animation = \"none\";\n\tnode.getBoundingClientRect();\n\tconst duration = type === \"exit\" ? \"var(--iso-anim-duration-exit, 300ms)\" : \"var(--iso-anim-duration-enter, 400ms)\";\n\tconst easing = type === \"exit\" ? \"var(--iso-anim-easing-exit, ease-in)\" : \"var(--iso-anim-easing-enter, ease-out)\";\n\tnode.style.animation = `${keyframeName} ${duration} ${easing} forwards`;\n}\n",
9
+ "/** Build built-in entry, exit, ambient, and reduced-motion CSS keyframes. */\nexport function buildKeyframeCSS(): string {\n\treturn [\n\t\t\"@keyframes iso-anim-fade-in{from{opacity:0}to{opacity:1}}\",\n\t\t\"@keyframes iso-anim-fade-in-grow{from{opacity:0;scale:.01}to{opacity:1;scale:1}}\",\n\t\t\"@keyframes iso-anim-fall-in{from{opacity:0;translate:0 -40px}to{opacity:1;translate:0 0}}\",\n\t\t\"@keyframes iso-anim-rise-from-ground{from{opacity:0;translate:0 40px}to{opacity:1;translate:0 0}}\",\n\t\t\"@keyframes iso-anim-slide-in-left{from{opacity:0;translate:-60px 0}to{opacity:1;translate:0 0}}\",\n\t\t\"@keyframes iso-anim-slide-in-right{from{opacity:0;translate:60px 0}to{opacity:1;translate:0 0}}\",\n\t\t\"@keyframes iso-anim-flip-in{from{opacity:1;scale:0 1}to{opacity:1;scale:1 1}}\",\n\t\t\"@keyframes iso-anim-fade-out{from{opacity:1}to{opacity:0}}\",\n\t\t\"@keyframes iso-anim-fade-out-shrink{from{opacity:1;scale:1}to{opacity:0;scale:.01}}\",\n\t\t\"@keyframes iso-anim-fall-through-ground{from{opacity:1;translate:0 0}to{opacity:0;translate:0 40px}}\",\n\t\t\"@keyframes iso-anim-rise-away{from{opacity:1;translate:0 0}to{opacity:0;translate:0 -40px}}\",\n\t\t\"@keyframes iso-anim-slide-out-left{from{opacity:1;translate:0 0}to{opacity:0;translate:-60px 0}}\",\n\t\t\"@keyframes iso-anim-slide-out-right{from{opacity:1;translate:0 0}to{opacity:0;translate:60px 0}}\",\n\t\t\"@keyframes iso-anim-flip-out{from{opacity:1;scale:1 1}to{opacity:0;scale:0 1}}\",\n\t\t\"@keyframes iso-anim-pulse{0%,100%{opacity:.7}50%{opacity:1}}\",\n\t\t\"@keyframes iso-anim-float{0%,100%{translate:0 0}50%{translate:0 -6px}}\",\n\t\t\"@keyframes iso-anim-shake{0%,25%,75%,100%{translate:0 0}50%{translate:3px 0}}\",\n\t\t\"@keyframes iso-anim-glow{0%,100%{filter:drop-shadow(0 0 2px rgba(255,255,255,.5))}50%{filter:drop-shadow(0 0 8px rgba(255,255,255,.9))}}\",\n\t\t\"@keyframes iso-anim-spin{from{rotate:0deg}to{rotate:360deg}}\",\n\t\t\"@keyframes iso-anim-blink{0%,49%{opacity:1}50%,100%{opacity:0}}\",\n\t\t\".iso-ambient-pulse{animation:iso-anim-pulse 2s ease-in-out infinite}\",\n\t\t\".iso-ambient-float{animation:iso-anim-float 3s ease-in-out infinite}\",\n\t\t\".iso-ambient-shake{animation:iso-anim-shake 0.5s ease-in-out infinite}\",\n\t\t\".iso-ambient-glow{animation:iso-anim-glow 2s ease-in-out infinite}\",\n\t\t\".iso-ambient-spin{animation:iso-anim-spin 4s linear infinite}\",\n\t\t\".iso-ambient-blink{animation:iso-anim-blink 1.5s step-end infinite}\",\n\t\t\"@keyframes iso-connector-flow-route{from{stroke-dashoffset:0}to{stroke-dashoffset:calc(-1px * var(--iso-flow-distance,20))}}\",\n\t\t\"@keyframes iso-connector-flow-reverse{from{stroke-dashoffset:0}to{stroke-dashoffset:calc(1px * var(--iso-flow-distance,20))}}\",\n\t\t\".iso-connector-pattern-dashed .iso-connector-shaft,.iso-connector-pattern-dotted .iso-connector-shaft{--iso-flow-distance:20}\",\n\t\t\".iso-connector-direction-route .iso-connector-shaft.iso-ambient-flow{animation:iso-connector-flow-route 900ms linear infinite}\",\n\t\t\".iso-connector-direction-reverse .iso-connector-shaft.iso-ambient-flow{animation:iso-connector-flow-reverse 900ms linear infinite}\",\n\t\t\"@media (prefers-reduced-motion: reduce){.iso-element,.iso-connector{animation-duration:1ms!important}.iso-ambient-pulse,.iso-ambient-float,.iso-ambient-shake,.iso-ambient-glow,.iso-ambient-spin,.iso-ambient-blink,.iso-ambient-flow{animation:none!important}}\",\n\t\t\".iso-interactive g[data-id]{cursor:pointer}\",\n\t].join(\"\\n\");\n}\n",
10
+ "import { RenderError } from \"../types/errors.ts\";\nimport type { LinePrimitive, PrimitiveContent, PrimitiveStyle, TextAlign, TextContent } from \"../types/node.ts\";\nimport type { CompiledSprite, RuntimeBundle } from \"../types/runtime-bundle.ts\";\nimport { projectToRaw } from \"../utils/projection.ts\";\n\nconst NS = \"http://www.w3.org/2000/svg\";\n\ntype ResolvedAsset = { url: string; anchor?: [number, number]; sprite?: CompiledSprite };\n\nexport type AssetResolver = (name: string) => ResolvedAsset | undefined;\n\nexport function createAssetResolver(bundle?: RuntimeBundle): AssetResolver {\n\tconst embedded = new Map<string, ResolvedAsset>();\n\tconst bundleAssets = bundle?.assets;\n\n\tif (bundleAssets && typeof bundleAssets === \"object\") {\n\t\tfor (const [name, asset] of Object.entries(bundleAssets)) {\n\t\t\tif (asset && typeof asset === \"object\" && typeof asset.url === \"string\") {\n\t\t\t\tembedded.set(name, { url: asset.url, anchor: asset.anchor, sprite: asset.sprite });\n\t\t\t}\n\t\t}\n\t}\n\n\treturn (name: string) => embedded.get(name);\n}\n\nexport function createAssetNode(asset: ResolvedAsset, assetName: string, cellSize: number): SVGGElement {\n\tif (asset.sprite) {\n\t\treturn createSpriteAssetNode(asset.url, assetName, cellSize, asset.sprite, asset.anchor);\n\t}\n\treturn createUrlAssetNode(asset.url, assetName, cellSize, asset.anchor);\n}\n\nexport function createTextAssetNode(\n\ttextContent: TextContent | undefined,\n\tassetName: string,\n\tcellSize: number,\n): SVGGElement {\n\tif (!textContent?.value) {\n\t\tthrow new RenderError(\"TEXT_CONTENT_MISSING\", `Text content is missing for built-in asset: ${assetName}`, {\n\t\t\tasset: assetName,\n\t\t});\n\t}\n\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tconst text = document.createElementNS(NS, \"text\") as SVGTextElement;\n\tconst align = textContent.align ?? \"middle\";\n\tconst placement = textContent.placement ?? \"cell\";\n\tconst fontSize = textContent.fontSize ?? 12;\n\tconst lineHeight = textContent.lineHeight ?? 1.2;\n\tconst anchorX = textAnchorX(align, cellSize);\n\tconst vertical = textVerticalAnchor(placement, cellSize);\n\n\ttext.setAttribute(\"x\", String(anchorX));\n\ttext.setAttribute(\"y\", String(vertical.y));\n\ttext.setAttribute(\"text-anchor\", align);\n\ttext.setAttribute(\"dominant-baseline\", vertical.baseline);\n\ttext.setAttribute(\"font-family\", \"Arial, Helvetica, sans-serif\");\n\ttext.setAttribute(\"font-size\", String(fontSize));\n\ttext.setAttribute(\"font-weight\", String(textContent.fontWeight ?? 700));\n\ttext.setAttribute(\"fill\", textContent.fill ?? \"currentColor\");\n\n\tconst lines = normalizeTextLines(textContent.value);\n\tfor (const [index, line] of lines.entries()) {\n\t\tconst tspan = document.createElementNS(NS, \"tspan\") as SVGTSpanElement;\n\t\ttspan.setAttribute(\"x\", String(anchorX));\n\t\ttspan.setAttribute(\"dy\", index === 0 ? \"0\" : String(fontSize * lineHeight));\n\t\ttspan.textContent = line;\n\t\ttext.appendChild(tspan);\n\t}\n\n\tgroup.appendChild(text);\n\treturn group;\n}\n\nexport function createPrimitiveAssetNode(\n\tassetName: string,\n\tprimitive: PrimitiveContent | undefined,\n\tcellSize: number,\n): SVGGElement {\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tswitch (assetName) {\n\t\tcase \"rectangle\":\n\t\t\tappendProjectedPolygon(group, rectanglePoints(), primitive?.rectangle, cellSize);\n\t\t\treturn group;\n\t\tcase \"polygon\":\n\t\t\tappendProjectedPolygon(group, primitive?.polygon?.points, primitive?.polygon, cellSize);\n\t\t\treturn group;\n\t\tcase \"line\":\n\t\t\tappendProjectedPolyline(group, primitive?.line, primitive?.line, cellSize);\n\t\t\treturn group;\n\t\tcase \"circle\":\n\t\t\tappendCircle(group, primitive?.circle, cellSize);\n\t\t\treturn group;\n\t\tdefault:\n\t\t\tthrow new RenderError(\"PRIMITIVE_ASSET_UNKNOWN\", `Unknown built-in primitive asset: ${assetName}`, {\n\t\t\t\tasset: assetName,\n\t\t\t});\n\t}\n}\n\nfunction textAnchorX(align: TextAlign, cellSize: number): number {\n\tif (align === \"start\") return -cellSize / 2;\n\tif (align === \"end\") return cellSize / 2;\n\treturn 0;\n}\n\nfunction textVerticalAnchor(placement: TextContent[\"placement\"], cellSize: number): { y: number; baseline: string } {\n\tif (placement === \"caption\") return { y: -cellSize, baseline: \"text-before-edge\" };\n\treturn { y: -cellSize / 2, baseline: \"middle\" };\n}\n\nfunction normalizeTextLines(value: string): string[] {\n\tconst normalized = value.replace(/\\r\\n?/g, \"\\n\").replace(/\\n$/, \"\");\n\treturn normalized.split(\"\\n\");\n}\n\nfunction rectanglePoints(): [number, number][] {\n\treturn [\n\t\t[0, 0],\n\t\t[1, 0],\n\t\t[1, 1],\n\t\t[0, 1],\n\t];\n}\n\nfunction appendProjectedPolygon(\n\tgroup: SVGGElement,\n\tpoints: [number, number][] | undefined,\n\tstyle: PrimitiveStyle | undefined,\n\tcellSize: number,\n): void {\n\tif (!points) return;\n\tconst polygon = document.createElementNS(NS, \"polygon\") as SVGPolygonElement;\n\tpolygon.setAttribute(\"points\", points.map((point) => projectLocalPoint(point, cellSize)).join(\" \"));\n\tapplyPrimitiveStyle(polygon, style, { fill: \"currentColor\", stroke: \"none\" });\n\tgroup.appendChild(polygon);\n}\n\nfunction appendProjectedPolyline(\n\tgroup: SVGGElement,\n\tline: LinePrimitive | undefined,\n\tstyle: PrimitiveStyle | undefined,\n\tcellSize: number,\n): void {\n\tif (!line?.points) return;\n\tconst polyline = document.createElementNS(NS, \"polyline\") as SVGPolylineElement;\n\tpolyline.setAttribute(\"points\", line.points.map((point) => projectLocalPoint(point, cellSize)).join(\" \"));\n\tpolyline.setAttribute(\"fill\", \"none\");\n\tpolyline.setAttribute(\"stroke-linecap\", line.lineCap ?? \"round\");\n\tpolyline.setAttribute(\"stroke-linejoin\", line.lineJoin ?? \"round\");\n\tapplyPrimitiveStyle(polyline, style, {\n\t\tfill: \"none\",\n\t\tstroke: \"currentColor\",\n\t});\n\tgroup.appendChild(polyline);\n}\n\nfunction appendCircle(group: SVGGElement, style: PrimitiveStyle | undefined, cellSize: number): void {\n\tconst center = projectLocalPoint([0.5, 0.5], cellSize);\n\tconst circle = document.createElementNS(NS, \"circle\") as SVGCircleElement;\n\tconst [cx, cy] = center.split(\",\").map(Number);\n\tcircle.setAttribute(\"cx\", String(cx));\n\tcircle.setAttribute(\"cy\", String(cy));\n\tcircle.setAttribute(\"r\", String(cellSize * 0.2));\n\tapplyPrimitiveStyle(circle, style, {\n\t\tfill: \"currentColor\",\n\t\tstroke: \"none\",\n\t});\n\tgroup.appendChild(circle);\n}\n\nfunction projectLocalPoint(point: [number, number], cellSize: number): string {\n\tconst projected = projectToRaw(point[0], point[1], cellSize);\n\tconst anchor = projectToRaw(1, 1, cellSize);\n\treturn `${projected.rawX - anchor.rawX},${projected.rawY - anchor.rawY}`;\n}\n\nfunction applyPrimitiveStyle(\n\tnode: SVGElement,\n\tstyle: PrimitiveStyle | undefined,\n\tdefaults: { fill: string; stroke: string },\n): void {\n\tnode.setAttribute(\"fill\", style?.fill ?? defaults.fill);\n\tnode.setAttribute(\"stroke\", style?.stroke ?? defaults.stroke);\n\tnode.setAttribute(\"stroke-width\", String(style?.strokeWidth ?? 0));\n\tnode.setAttribute(\"opacity\", String(style?.opacity ?? 1));\n\tif (style?.dash) node.setAttribute(\"stroke-dasharray\", style.dash.join(\" \"));\n}\n\nfunction createUrlAssetNode(url: string, assetName: string, cellSize: number, anchor?: [number, number]): SVGGElement {\n\tif (!isSafeAssetUrl(url)) {\n\t\tthrow new RenderError(\"INVALID_ASSET_URL\", `Asset URL is unsafe: ${assetName}`, { asset: assetName });\n\t}\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tconst image = document.createElementNS(NS, \"image\") as SVGImageElement;\n\tconst resolvedUrl = resolveBrowserAssetUrl(url);\n\tconst [anchorX, anchorY] = anchor ?? [0.5, 1];\n\timage.setAttribute(\"href\", resolvedUrl);\n\timage.setAttributeNS(\"http://www.w3.org/1999/xlink\", \"href\", resolvedUrl);\n\timage.setAttribute(\"x\", String(-cellSize * anchorX));\n\timage.setAttribute(\"y\", String(-cellSize * anchorY));\n\timage.setAttribute(\"width\", String(cellSize));\n\timage.setAttribute(\"height\", String(cellSize));\n\timage.setAttribute(\"preserveAspectRatio\", \"xMidYMax meet\");\n\tgroup.appendChild(image);\n\treturn group;\n}\n\nfunction createSpriteAssetNode(\n\turl: string,\n\tassetName: string,\n\tcellSize: number,\n\tsprite: CompiledSprite,\n\tanchor?: [number, number],\n): SVGGElement {\n\tif (!isSafeAssetUrl(url)) {\n\t\tthrow new RenderError(\"INVALID_ASSET_URL\", `Asset URL is unsafe: ${assetName}`, { asset: assetName });\n\t}\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tconst viewport = document.createElementNS(NS, \"svg\") as SVGSVGElement;\n\tconst image = document.createElementNS(NS, \"image\") as SVGImageElement;\n\tconst resolvedUrl = resolveBrowserAssetUrl(url);\n\tconst [anchorX, anchorY] = anchor ?? [0.5, 1];\n\tconst [rectX, rectY, rectWidth, rectHeight] = sprite.rect;\n\n\tviewport.setAttribute(\"x\", String(-cellSize * anchorX));\n\tviewport.setAttribute(\"y\", String(-cellSize * anchorY));\n\tviewport.setAttribute(\"width\", String(cellSize));\n\tviewport.setAttribute(\"height\", String(cellSize));\n\tviewport.setAttribute(\"viewBox\", `${rectX} ${rectY} ${rectWidth} ${rectHeight}`);\n\tviewport.setAttribute(\"preserveAspectRatio\", \"xMidYMax meet\");\n\n\timage.setAttribute(\"href\", resolvedUrl);\n\timage.setAttributeNS(\"http://www.w3.org/1999/xlink\", \"href\", resolvedUrl);\n\timage.setAttribute(\"x\", \"0\");\n\timage.setAttribute(\"y\", \"0\");\n\timage.setAttribute(\"width\", String(sprite.sheetSize[0]));\n\timage.setAttribute(\"height\", String(sprite.sheetSize[1]));\n\tviewport.appendChild(image);\n\tgroup.appendChild(viewport);\n\treturn group;\n}\n\nfunction resolveBrowserAssetUrl(url: string): string {\n\ttry {\n\t\tconst baseURI = document.baseURI;\n\t\treturn typeof baseURI === \"string\" ? new URL(url, baseURI).href : url;\n\t} catch {\n\t\treturn url;\n\t}\n}\n\nfunction isSafeAssetUrl(url: string): boolean {\n\tconst normalized = url.trim().toLowerCase();\n\treturn normalized.length > 0 && !normalized.startsWith(\"javascript:\");\n}\n",
11
+ "import { RenderError } from \"../types/errors.ts\";\n\nconst CSS_CUSTOM_PROPERTY_PATTERN = /^--[a-zA-Z0-9-_]+$/;\n\n/**\n * Apply theme CSS custom properties to an element's inline style.\n * Throws `RenderError` (`INVALID_THEME_VAR`) if a key is not a valid `--name` custom property.\n */\nexport function applyThemeToElement(element: SVGElement | HTMLElement, themeVars: Record<string, string>): void {\n\tfor (const [name, value] of Object.entries(themeVars)) {\n\t\tif (!CSS_CUSTOM_PROPERTY_PATTERN.test(name)) {\n\t\t\tthrow new RenderError(\"INVALID_THEME_VAR\", `Invalid CSS custom property name: ${name}`);\n\t\t}\n\t\telement.style.setProperty(name, value);\n\t}\n}\n",
12
+ "import { resolveTheme } from \"../types/asset-registry.ts\";\nimport { RenderError } from \"../types/errors.ts\";\nimport type { CameraGridArea, ConnectorEndpoint, RuntimeConnectorState, RuntimeElementState } from \"../types/node.ts\";\nimport type { RuntimeBundle } from \"../types/runtime-bundle.ts\";\nimport type { LayerDefinition } from \"../types/scene.ts\";\nimport { calculateVisualSize, projectToRaw, projectToScreen } from \"../utils/projection.ts\";\nimport { buildKeyframeCSS } from \"./animation-css.ts\";\nimport type { AssetResolver } from \"./asset-node.ts\";\nimport { createAssetNode, createAssetResolver, createPrimitiveAssetNode, createTextAssetNode } from \"./asset-node.ts\";\nimport { applyThemeToElement } from \"./theme.ts\";\n\nconst NS = \"http://www.w3.org/2000/svg\";\nconst BUILT_IN_TEXT_ASSET_ID = \"text\";\nconst BUILT_IN_PRIMITIVE_ASSET_IDS = new Set([\"rectangle\", \"circle\", \"polygon\", \"line\"]);\nconst DEFAULT_CONNECTOR_DASH: Record<\"dashed\" | \"dotted\", [number, number]> = {\n\tdashed: [12, 8],\n\tdotted: [0, 8],\n};\nconst ENDPOINT_RADIUS_GRID = 0.14;\nconst ARROW_LENGTH_GRID = 0.35;\nconst ARROW_WIDTH_GRID = 0.28;\nconst BAR_WIDTH_GRID = 0.4;\n\ninterface Bounds {\n\tminX: number;\n\tminY: number;\n\tmaxX: number;\n\tmaxY: number;\n}\n\ninterface ResolvedLayoutState {\n\tcellSize: number;\n\tpadding: { x: number; y: number };\n\tcontentBounds: Bounds;\n\tfloorBounds: Bounds;\n\tselectedBounds: Bounds;\n\tviewBox: { minX: number; minY: number; width: number; height: number };\n}\n\n/** Internal state tracked per element node. */\ninterface ElementState {\n\tnode: SVGGElement;\n\tcurrent: RuntimeElementState;\n\tanchor: [number, number];\n\tisHidden: boolean;\n\tentryKey?: string;\n\texitKey?: string;\n\tambient: Set<string>;\n}\n\nexport interface ViewBoxRect {\n\tminX: number;\n\tminY: number;\n\twidth: number;\n\theight: number;\n}\n\n/** Internal state tracked per connector node. */\ninterface ConnectorState {\n\tnode: SVGGElement;\n\tshaft: SVGPathElement;\n\toutline?: SVGPathElement;\n\tlane?: SVGPathElement;\n\tstartEndpoint?: SVGElement;\n\tendEndpoint?: SVGElement;\n\tisHidden: boolean;\n\tambient: Set<string>;\n\tprevious?: RuntimeConnectorState;\n}\n\n/** Extended SVG with engine internals stored on it. */\ninterface SceneSVG extends SVGSVGElement {\n\t_layerMap: Map<string, Required<LayerDefinition>>;\n\t_elementMap: Map<string, ElementState>;\n\t_connectorMap: Map<string, ConnectorState>;\n\t_layout: ResolvedLayoutState;\n\t_viewBoxW: number;\n\t_viewBoxH: number;\n\t_depthGroup: SVGGElement;\n}\n\n/** Options accepted by `buildSceneDOM()`. */\nexport interface RenderConfig {\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// ── Public API ────────────────────────────────────────────────────────────\n\n/** Build the SVG DOM for a compiled runtime bundle and mount it into a container. */\nexport function buildSceneDOM(container: HTMLElement, bundle: RuntimeBundle, config?: RenderConfig): SVGSVGElement {\n\tconst layout = resolveSceneLayout(bundle);\n\tconst initialStop = bundle.scenes[0];\n\tconst allElements = collectElementDefinitions(bundle);\n\tconst allConnectors = collectConnectorDefinitions(bundle);\n\tconst initialById = new Map((initialStop?.elements ?? []).map((element) => [element.id, element]));\n\tconst initialConnectorsById = new Map((initialStop?.connectors ?? []).map((connector) => [connector.id, connector]));\n\n\tconst svg = createRootSvg(layout, config?.label, bundle.className);\n\tconst assetResolver = createAssetResolver(bundle);\n\n\tsvg.appendChild(createCssDefs());\n\n\tapplyThemeToElement(svg, {\n\t\t...(resolveTheme(bundle.theme) ?? {}),\n\t\t...(bundle.themeVars ?? {}),\n\t\t...(config?.themeVars ?? {}),\n\t});\n\n\tconst sortedLayers = sortLayers(bundle.layers);\n\tconst layerMap = createLayerMap(sortedLayers);\n\tif (bundle.floor.visible) {\n\t\tsvg.appendChild(createFloorGrid(bundle, layout));\n\t}\n\n\tconst connectorMap = new Map<string, ConnectorState>();\n\tfor (const def of allConnectors) {\n\t\tconst initial = initialConnectorsById.get(def.id) ?? {\n\t\t\t...def,\n\t\t\tpresence: \"removed\",\n\t\t};\n\t\tconst state = createConnectorInstance(initial, layout);\n\t\tif (initial.presence === \"removed\") {\n\t\t\tstate.isHidden = true;\n\t\t\thideElementAfterExit(state.node);\n\t\t}\n\t\tapplyConnectorAmbientClasses(state, initial.ambient ?? []);\n\t\tsvg.appendChild(state.node);\n\t\tconnectorMap.set(def.id, state);\n\t}\n\n\tconst depthGroup = document.createElementNS(NS, \"g\") as SVGGElement;\n\tdepthGroup.classList.add(\"iso-depth-layer\");\n\tdepthGroup.setAttribute(\"data-layer\", \"depth\");\n\tsvg.appendChild(depthGroup);\n\n\tconst labelGroup = document.createElementNS(NS, \"g\") as SVGGElement;\n\tlabelGroup.classList.add(\"iso-layer\", \"iso-layer-labels\");\n\tlabelGroup.setAttribute(\"data-layer\", \"labels\");\n\tsvg.appendChild(labelGroup);\n\n\tconst elementMap = new Map<string, ElementState>();\n\tconst sortedElements = sortElementsForPerspective(allElements);\n\tfor (const def of sortedElements) {\n\t\tconst declaredLayer = layerMap.get(def.layer);\n\t\tif (!declaredLayer) {\n\t\t\tthrow new RenderError(\"MISSING_LAYER\", `Unknown layer for \"${def.id}\": ${def.layer}`);\n\t\t}\n\n\t\tconst initial = initialById.get(def.id) ?? {\n\t\t\t...def,\n\t\t\tpresence: \"removed\",\n\t\t};\n\t\tconst instance = createElementInstance(initial, layout, assetResolver);\n\t\tinstance.anchor = assetAnchorForBounds(bundle, initial);\n\t\tinstance.node.classList.add(`iso-layer-${def.layer}`);\n\t\tinstance.node.setAttribute(\"data-layer\", def.layer);\n\t\tif (initial.presence === \"removed\") {\n\t\t\tinstance.isHidden = true;\n\t\t\thideElementAfterExit(instance.node);\n\t\t}\n\t\tapplyAmbientClasses(instance, initial.ambient ?? []);\n\t\tconst parent = isTextAsset(def.asset) ? labelGroup : depthGroup;\n\t\tparent.appendChild(instance.node);\n\t\telementMap.set(def.id, instance);\n\t}\n\n\tsvg._layerMap = layerMap;\n\tsvg._elementMap = elementMap;\n\tsvg._connectorMap = connectorMap;\n\tsvg._depthGroup = depthGroup;\n\tcontainer.appendChild(svg);\n\treturn svg;\n}\n\n/** Update transforms and ambient classes for a live set of interpolated runtime values. */\nexport function updateElementTransforms(\n\tsvg: SVGSVGElement & {\n\t\t_elementMap?: Map<string, ElementState | unknown>;\n\t\t_connectorMap?: Map<string, ConnectorState | unknown>;\n\t\t_layout?: ResolvedLayoutState;\n\t\t_depthGroup?: SVGGElement;\n\t},\n\telements: RuntimeElementState[],\n\tconnectors: RuntimeConnectorState[] = [],\n): void {\n\tconst layout = svg._layout;\n\tif (!layout) return;\n\n\tconst map = svg._elementMap as Map<string, ElementState> | undefined;\n\tif (map) {\n\t\tfor (const def of elements) {\n\t\t\tconst state = map.get(def.id);\n\t\t\tif (!state) continue;\n\t\t\tconst previous = state.current;\n\t\t\tstate.current = def;\n\t\t\tif (!hasEqualGeneratedContent(previous, def)) {\n\t\t\t\tupdateGeneratedElementContent(state.node, def, layout);\n\t\t\t}\n\t\t\tapplyElementTransform(state.node, def, layout);\n\t\t\tapplyAmbientClasses(state, def.ambient ?? []);\n\t\t}\n\t\tif (svg._depthGroup) {\n\t\t\treconcileDepthOrder(svg._depthGroup, map);\n\t\t}\n\t}\n\n\tconst connectorMap = svg._connectorMap;\n\tif (!connectorMap) return;\n\tfor (const def of connectors) {\n\t\tconst state = connectorMap.get(def.id) as ConnectorState | undefined;\n\t\tif (!state) continue;\n\t\tapplyConnectorState(state, def, layout);\n\t}\n}\n\n/** Read the internal ElementState for an element by its id. */\nexport function getElementState(\n\tsvg: SVGSVGElement & { _elementMap?: Map<string, ElementState | unknown> },\n\tid: string,\n): ElementState | undefined {\n\treturn svg._elementMap?.get(id) as ElementState | undefined;\n}\n\n/** Read the internal ConnectorState for a connector by its id. */\nexport function getConnectorState(\n\tsvg: SVGSVGElement & {\n\t\t_connectorMap?: Map<string, ConnectorState | unknown>;\n\t},\n\tid: string,\n): ConnectorState | undefined {\n\treturn svg._connectorMap?.get(id) as ConnectorState | undefined;\n}\n\nexport function getResolvedViewBox(bundle: RuntimeBundle): {\n\tminX: number;\n\tminY: number;\n\twidth: number;\n\theight: number;\n} {\n\treturn resolveSceneLayout(bundle).viewBox;\n}\n\nexport function getResolvedProjectionLayout(bundle: RuntimeBundle): {\n\tcellSize: number;\n\tpadding: { x: number; y: number };\n\tselectedBounds: { minX: number; minY: number; maxX: number; maxY: number };\n} {\n\tconst layout = resolveSceneLayout(bundle);\n\treturn {\n\t\tcellSize: layout.cellSize,\n\t\tpadding: layout.padding,\n\t\tselectedBounds: layout.selectedBounds,\n\t};\n}\n\nexport function getCurrentElementBounds(\n\tsvg: SVGSVGElement & { _elementMap?: Map<string, ElementState | unknown>; _layout?: ResolvedLayoutState },\n\tid: string,\n): ViewBoxRect | undefined {\n\tconst layout = svg._layout;\n\tconst state = svg._elementMap?.get(id) as ElementState | undefined;\n\tif (!layout || !state || state.current.presence === \"removed\") return undefined;\n\treturn boundsToViewBox(calculateElementBounds(state.current, layout, state.anchor));\n}\n\nexport function getGridAreaBounds(bundle: RuntimeBundle, area: CameraGridArea): ViewBoxRect {\n\tconst layout = resolveSceneLayout(bundle);\n\tconst [x, y] = area.at;\n\tconst [width, height] = area.size;\n\tlet bounds = emptyBounds();\n\tfor (const point of [\n\t\t[x, y],\n\t\t[x + width, y],\n\t\t[x, y + height],\n\t\t[x + width, y + height],\n\t] as Array<[number, number]>) {\n\t\tconst screen = projectToScreen(\n\t\t\tpoint[0],\n\t\t\tpoint[1],\n\t\t\tlayout.cellSize,\n\t\t\tlayout.selectedBounds.minX,\n\t\t\tlayout.selectedBounds.minY,\n\t\t\tlayout.padding.x,\n\t\t\tlayout.padding.y,\n\t\t);\n\t\tbounds = includePoint(bounds, screen.screenX, screen.screenY);\n\t}\n\treturn boundsToViewBox(bounds);\n}\n\nexport function applySceneViewBox(svg: SVGSVGElement, viewBox: ViewBoxRect): void {\n\tsvg.setAttribute(\"viewBox\", `${viewBox.minX} ${viewBox.minY} ${viewBox.width} ${viewBox.height}`);\n}\n\n// ── Lifecycle helpers ─────────────────────────────────────────────────────\n\n/** Hide an element after its exit animation completes. */\nexport function hideElementAfterExit(node: SVGElement): void {\n\tnode.style.visibility = \"hidden\";\n\tnode.style.pointerEvents = \"none\";\n}\n\n/** Show an element on re-addition. */\nexport function unhideElementOnReadd(node: SVGElement): void {\n\tnode.style.visibility = \"visible\";\n\tnode.style.pointerEvents = \"auto\";\n}\n\n/** Create a new element SVG instance for lifecycle re-instantiation. */\nexport function createNewElementInstance(def: RuntimeElementState, parent?: SVGGElement | null): SVGGElement {\n\tconst layout: ResolvedLayoutState = {\n\t\tcellSize: 64,\n\t\tpadding: { x: 0, y: 0 },\n\t\tcontentBounds: emptyBounds(),\n\t\tfloorBounds: emptyBounds(),\n\t\tselectedBounds: { minX: 0, minY: 0, maxX: 64, maxY: 64 },\n\t\tviewBox: { minX: 0, minY: 0, width: 64, height: 64 },\n\t};\n\tconst instance = createElementInstance(def, layout, createAssetResolver());\n\tparent?.appendChild(instance.node);\n\treturn instance.node;\n}\n\n/** Remove an element node from the DOM. */\nexport function removeElementNode(node: SVGElement): void {\n\tnode.parentElement?.removeChild(node);\n}\n\n// ── Layout helpers ────────────────────────────────────────────────────────\n\nfunction resolveSceneLayout(bundle: RuntimeBundle): ResolvedLayoutState {\n\tconst cellSize = bundle.grid.cellSize;\n\tconst padding = bundle.layout.padding;\n\tconst contentBounds = calculateContentBounds(bundle, cellSize);\n\tconst floorBounds = calculateFloorBounds(bundle, cellSize);\n\tconst selectedBounds = selectBounds(bundle.layout.bounds, contentBounds, floorBounds);\n\tconst width = selectedBounds.maxX - selectedBounds.minX + padding.x * 2;\n\tconst height = selectedBounds.maxY - selectedBounds.minY + padding.y * 2;\n\tconst viewBox = {\n\t\tminX: 0,\n\t\tminY: 0,\n\t\twidth: roundDimension(width || cellSize),\n\t\theight: roundDimension(height || cellSize),\n\t};\n\n\treturn {\n\t\tcellSize,\n\t\tpadding,\n\t\tcontentBounds,\n\t\tfloorBounds,\n\t\tselectedBounds,\n\t\tviewBox,\n\t};\n}\n\nfunction calculateContentBounds(bundle: RuntimeBundle, cellSize: number): Bounds {\n\tlet bounds = emptyBounds();\n\tfor (const stop of bundle.scenes) {\n\t\tfor (const element of stop.elements ?? []) {\n\t\t\tif (element.presence === \"removed\") continue;\n\t\t\tbounds = includeBounds(bounds, calculateRawElementBounds(bundle, element, cellSize));\n\t\t}\n\t\tfor (const connector of stop.connectors ?? []) {\n\t\t\tif (connector.presence === \"removed\") continue;\n\t\t\tbounds = includeBounds(bounds, calculateConnectorBounds(connector, cellSize));\n\t\t}\n\t}\n\treturn normalizeBounds(bounds, cellSize);\n}\n\nfunction calculateRawElementBounds(bundle: RuntimeBundle, element: RuntimeElementState, cellSize: number): Bounds {\n\tconst { rawX, rawY } = projectToRaw(element.pos[0] + element.size, element.pos[1] + element.size, cellSize);\n\tconst visualSize = calculateVisualSize(element.size, cellSize);\n\tconst [anchorX, anchorY] = assetAnchorForBounds(bundle, element);\n\treturn {\n\t\tminX: rawX - visualSize * anchorX,\n\t\tminY: rawY - visualSize * anchorY,\n\t\tmaxX: rawX + visualSize * (1 - anchorX),\n\t\tmaxY: rawY + visualSize * (1 - anchorY),\n\t};\n}\n\nfunction calculateElementBounds(\n\telement: RuntimeElementState,\n\tlayout: ResolvedLayoutState,\n\tanchor: [number, number],\n): Bounds {\n\tconst screen = projectToScreen(\n\t\telement.pos[0] + element.size,\n\t\telement.pos[1] + element.size,\n\t\tlayout.cellSize,\n\t\tlayout.selectedBounds.minX,\n\t\tlayout.selectedBounds.minY,\n\t\tlayout.padding.x,\n\t\tlayout.padding.y,\n\t);\n\tconst visualSize = calculateVisualSize(element.size, layout.cellSize);\n\treturn {\n\t\tminX: screen.screenX - visualSize * anchor[0],\n\t\tminY: screen.screenY - visualSize * anchor[1],\n\t\tmaxX: screen.screenX + visualSize * (1 - anchor[0]),\n\t\tmaxY: screen.screenY + visualSize * (1 - anchor[1]),\n\t};\n}\n\nfunction assetAnchorForBounds(bundle: RuntimeBundle, element: RuntimeElementState): [number, number] {\n\treturn bundle.assets?.[element.asset]?.anchor ?? [0.5, 1];\n}\n\nfunction calculateConnectorBounds(connector: RuntimeConnectorState, cellSize: number): Bounds {\n\tlet bounds = emptyBounds();\n\tfor (const [x, y] of connector.route) {\n\t\tconst { rawX, rawY } = projectToRaw(x, y, cellSize);\n\t\tbounds = includePoint(bounds, rawX, rawY);\n\t}\n\tconst endpointPadding = Math.max(ARROW_LENGTH_GRID, BAR_WIDTH_GRID, ENDPOINT_RADIUS_GRID * 2) * cellSize;\n\tconst strokePadding = connector.style.strokeWidth / 2 + (connector.style.outlineWidth ?? 0);\n\tconst padding = endpointPadding + strokePadding;\n\treturn {\n\t\tminX: bounds.minX - padding,\n\t\tminY: bounds.minY - padding,\n\t\tmaxX: bounds.maxX + padding,\n\t\tmaxY: bounds.maxY + padding,\n\t};\n}\n\nfunction calculateFloorBounds(bundle: RuntimeBundle, cellSize: number): Bounds {\n\tconst origin = bundle.floor.origin;\n\tconst [width, height] = bundle.floor.size;\n\tconst points: Array<[number, number]> = [\n\t\torigin,\n\t\t[origin[0] + width, origin[1]],\n\t\t[origin[0], origin[1] + height],\n\t\t[origin[0] + width, origin[1] + height],\n\t];\n\tlet bounds = emptyBounds();\n\tfor (const [x, y] of points) {\n\t\tconst { rawX, rawY } = projectToRaw(x, y, cellSize);\n\t\tbounds = includePoint(bounds, rawX, rawY);\n\t}\n\treturn normalizeBounds(bounds, cellSize);\n}\n\nfunction selectBounds(mode: RuntimeBundle[\"layout\"][\"bounds\"], content: Bounds, floor: Bounds): Bounds {\n\tif (mode === \"content\") return content;\n\tif (mode === \"floor\") return floor;\n\treturn includeBounds(content, floor);\n}\n\nfunction emptyBounds(): Bounds {\n\treturn {\n\t\tminX: Number.POSITIVE_INFINITY,\n\t\tminY: Number.POSITIVE_INFINITY,\n\t\tmaxX: Number.NEGATIVE_INFINITY,\n\t\tmaxY: Number.NEGATIVE_INFINITY,\n\t};\n}\n\nfunction normalizeBounds(bounds: Bounds, cellSize: number): Bounds {\n\tif (Number.isFinite(bounds.minX)) return bounds;\n\treturn { minX: 0, minY: 0, maxX: cellSize, maxY: cellSize };\n}\n\nfunction boundsToViewBox(bounds: Bounds): ViewBoxRect {\n\tconst centerX = (bounds.minX + bounds.maxX) / 2;\n\tconst centerY = (bounds.minY + bounds.maxY) / 2;\n\tconst width = Math.max(1, bounds.maxX - bounds.minX);\n\tconst height = Math.max(1, bounds.maxY - bounds.minY);\n\treturn {\n\t\tminX: roundDimension(centerX - width / 2),\n\t\tminY: roundDimension(centerY - height / 2),\n\t\twidth: roundDimension(width),\n\t\theight: roundDimension(height),\n\t};\n}\n\nfunction includePoint(bounds: Bounds, x: number, y: number): Bounds {\n\treturn {\n\t\tminX: Math.min(bounds.minX, x),\n\t\tminY: Math.min(bounds.minY, y),\n\t\tmaxX: Math.max(bounds.maxX, x),\n\t\tmaxY: Math.max(bounds.maxY, y),\n\t};\n}\n\nfunction includeBounds(bounds: Bounds, next: Bounds): Bounds {\n\treturn {\n\t\tminX: Math.min(bounds.minX, next.minX),\n\t\tminY: Math.min(bounds.minY, next.minY),\n\t\tmaxX: Math.max(bounds.maxX, next.maxX),\n\t\tmaxY: Math.max(bounds.maxY, next.maxY),\n\t};\n}\n\nfunction roundDimension(value: number): number {\n\treturn Math.round(value * 1000) / 1000;\n}\n\n// ── Private helpers ───────────────────────────────────────────────────────\n\nfunction createRootSvg(layout: ResolvedLayoutState, label?: string, className?: string): SceneSVG {\n\tconst svg = document.createElementNS(NS, \"svg\") as SceneSVG;\n\tsvg.classList.add(\"iso-scene\");\n\tfor (const token of className?.trim().split(/\\s+/) ?? []) {\n\t\tif (token) svg.classList.add(token);\n\t}\n\tsvg.setAttribute(\"width\", \"100%\");\n\tsvg.setAttribute(\"height\", \"100%\");\n\tsvg.setAttribute(\n\t\t\"viewBox\",\n\t\t`${layout.viewBox.minX} ${layout.viewBox.minY} ${layout.viewBox.width} ${layout.viewBox.height}`,\n\t);\n\tsvg.setAttribute(\"preserveAspectRatio\", \"xMidYMid meet\");\n\tsvg.style.width = \"100%\";\n\tsvg.style.height = \"100%\";\n\tsvg.style.display = \"block\";\n\tif (label) {\n\t\tsvg.setAttribute(\"role\", \"img\");\n\t\tsvg.setAttribute(\"aria-label\", label);\n\t} else {\n\t\tsvg.setAttribute(\"aria-hidden\", \"true\");\n\t}\n\tsvg._layout = layout;\n\tsvg._viewBoxW = layout.viewBox.width;\n\tsvg._viewBoxH = layout.viewBox.height;\n\treturn svg;\n}\n\nfunction createCssDefs(): SVGStyleElement {\n\tconst styleEl = document.createElementNS(NS, \"style\") as SVGStyleElement;\n\tstyleEl.textContent = buildKeyframeCSS();\n\treturn styleEl;\n}\n\nfunction createFloorGrid(bundle: RuntimeBundle, layout: ResolvedLayoutState): SVGGElement {\n\tconst group = document.createElementNS(NS, \"g\") as SVGGElement;\n\tgroup.classList.add(\"iso-floor-grid\", `iso-layer-${bundle.floor.layer}`);\n\tgroup.setAttribute(\"data-layer\", bundle.floor.layer);\n\n\tconst [originX, originY] = bundle.floor.origin;\n\tconst [columns, rows] = bundle.floor.size;\n\tconst corners = [\n\t\tprojectGridPoint(originX, originY, layout),\n\t\tprojectGridPoint(originX + columns, originY, layout),\n\t\tprojectGridPoint(originX + columns, originY + rows, layout),\n\t\tprojectGridPoint(originX, originY + rows, layout),\n\t];\n\n\tconst slab = document.createElementNS(NS, \"polygon\");\n\tslab.classList.add(\"iso-floor-slab\");\n\tslab.setAttribute(\"points\", corners.map(pointToString).join(\" \"));\n\tslab.setAttribute(\"fill\", \"#dbe6f4\");\n\tslab.setAttribute(\"fill-opacity\", \"0.22\");\n\tslab.setAttribute(\"stroke\", \"#b9c9df\");\n\tslab.setAttribute(\"stroke-width\", \"1\");\n\tgroup.appendChild(slab);\n\n\tfor (let x = 0; x <= columns; x++) {\n\t\tgroup.appendChild(\n\t\t\tcreateFloorLine(\n\t\t\t\tprojectGridPoint(originX + x, originY, layout),\n\t\t\t\tprojectGridPoint(originX + x, originY + rows, layout),\n\t\t\t),\n\t\t);\n\t}\n\n\tfor (let y = 0; y <= rows; y++) {\n\t\tgroup.appendChild(\n\t\t\tcreateFloorLine(\n\t\t\t\tprojectGridPoint(originX, originY + y, layout),\n\t\t\t\tprojectGridPoint(originX + columns, originY + y, layout),\n\t\t\t),\n\t\t);\n\t}\n\n\treturn group;\n}\n\nfunction createFloorLine(start: { x: number; y: number }, end: { x: number; y: number }): SVGLineElement {\n\tconst line = document.createElementNS(NS, \"line\") as SVGLineElement;\n\tline.setAttribute(\"x1\", String(start.x));\n\tline.setAttribute(\"y1\", String(start.y));\n\tline.setAttribute(\"x2\", String(end.x));\n\tline.setAttribute(\"y2\", String(end.y));\n\tline.setAttribute(\"stroke\", \"#2563eb\");\n\tline.setAttribute(\"stroke-width\", \"1\");\n\tline.setAttribute(\"stroke-dasharray\", \"5 5\");\n\tline.setAttribute(\"stroke-opacity\", \"0.2\");\n\treturn line;\n}\n\nfunction projectGridPoint(x: number, y: number, layout: ResolvedLayoutState): { x: number; y: number } {\n\tconst screen = projectToScreen(\n\t\tx,\n\t\ty,\n\t\tlayout.cellSize,\n\t\tlayout.selectedBounds.minX,\n\t\tlayout.selectedBounds.minY,\n\t\tlayout.padding.x,\n\t\tlayout.padding.y,\n\t);\n\treturn { x: screen.screenX, y: screen.screenY };\n}\n\nfunction pointToString(point: { x: number; y: number }): string {\n\treturn `${point.x},${point.y}`;\n}\n\nfunction createLayerMap(layers: Required<LayerDefinition>[]): Map<string, Required<LayerDefinition>> {\n\treturn new Map(layers.map((layer) => [layer.name, layer]));\n}\n\nfunction sortLayers(layers: LayerDefinition[]): Required<LayerDefinition>[] {\n\treturn [...layers]\n\t\t.map((layer, index) => ({ name: layer.name, order: layer.order ?? index }))\n\t\t.sort((a, b) => a.order - b.order || a.name.localeCompare(b.name));\n}\n\nfunction sortElementsForPerspective(elements: RuntimeElementState[]): RuntimeElementState[] {\n\treturn elements.slice().sort((a, b) => {\n\t\tconst bucket = renderBucket(a) - renderBucket(b);\n\t\tif (bucket !== 0) return bucket;\n\t\tconst depth = a.pos[0] + a.pos[1] - (b.pos[0] + b.pos[1]);\n\t\tif (depth !== 0) return depth;\n\t\treturn a.id.localeCompare(b.id);\n\t});\n}\n\nfunction renderBucket(element: RuntimeElementState): number {\n\tif (isTextAsset(element.asset)) return 1;\n\treturn 0;\n}\n\n/**\n * Re-sort the depth group's live child nodes to match the current\n * `(x + y)` + id perspective order. Only elements whose relative order\n * changed are moved so in-flight CSS animation state on unaffected\n * elements is preserved. Text elements live in the label group and are\n * never part of this reconciliation.\n */\nfunction reconcileDepthOrder(depthGroup: SVGGElement, elementMap: Map<string, ElementState>): void {\n\tconst current: RuntimeElementState[] = [];\n\tfor (const state of elementMap.values()) {\n\t\tif ((state.node.parentElement as SVGGElement | null) !== depthGroup) continue;\n\t\tcurrent.push(state.current);\n\t}\n\tif (current.length < 2) return;\n\n\tconst desiredOrder = sortElementsForPerspective(current);\n\tconst existingOrder = [...depthGroup.childNodes] as unknown as SVGElement[];\n\n\tlet orderMatches = existingOrder.length === desiredOrder.length;\n\tif (orderMatches) {\n\t\tfor (let index = 0; index < desiredOrder.length; index++) {\n\t\t\tconst expectedId = desiredOrder[index]?.id;\n\t\t\tif (existingOrder[index]?.getAttribute(\"data-id\") !== expectedId) {\n\t\t\t\torderMatches = false;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\tif (orderMatches) return;\n\n\tfor (const def of desiredOrder) {\n\t\tconst state = elementMap.get(def.id);\n\t\tif (state) depthGroup.appendChild(state.node);\n\t}\n}\n\nfunction collectElementDefinitions(bundle: RuntimeBundle): RuntimeElementState[] {\n\tconst byId = new Map<string, RuntimeElementState>();\n\tfor (const stop of bundle.scenes) {\n\t\tfor (const element of stop.elements ?? []) {\n\t\t\tif (!byId.has(element.id) || byId.get(element.id)?.presence === \"removed\") {\n\t\t\t\tbyId.set(element.id, element);\n\t\t\t}\n\t\t}\n\t}\n\treturn [...byId.values()];\n}\n\nfunction collectConnectorDefinitions(bundle: RuntimeBundle): RuntimeConnectorState[] {\n\tconst byId = new Map<string, RuntimeConnectorState>();\n\tfor (const stop of bundle.scenes) {\n\t\tfor (const connector of stop.connectors ?? []) {\n\t\t\tif (!byId.has(connector.id) || byId.get(connector.id)?.presence === \"removed\") {\n\t\t\t\tbyId.set(connector.id, connector);\n\t\t\t}\n\t\t}\n\t}\n\treturn [...byId.values()];\n}\n\n/** Create a single element SVG instance applying entry animation. */\nfunction createElementInstance(\n\tdef: RuntimeElementState,\n\tlayout: ResolvedLayoutState,\n\tresolveAsset: AssetResolver,\n): ElementState {\n\tconst node =\n\t\tdef.asset === BUILT_IN_TEXT_ASSET_ID\n\t\t\t? createTextAssetNode(def.text, def.asset, layout.cellSize)\n\t\t\t: isPrimitiveAsset(def.asset)\n\t\t\t\t? createPrimitiveAssetNode(def.asset, def.primitive, layout.cellSize)\n\t\t\t\t: createResolvedAssetNode(def, resolveAsset, layout.cellSize);\n\tnode.classList.add(\"iso-element\", `iso-element-${def.id}`);\n\tnode.setAttribute(\"data-id\", def.id);\n\tnode.setAttribute(\"data-asset\", def.asset);\n\tnode.style.overflow = \"visible\";\n\tnode.style.pointerEvents = \"auto\";\n\tapplyElementTransform(node, def, layout);\n\n\tconst entryAnim = def.enter;\n\tif (entryAnim && entryAnim !== \"none\" && def.presence !== \"removed\") {\n\t\tconst keyName = `iso-anim-${entryAnim}`;\n\t\tanimateElement(node, keyName, \"enter\");\n\t\tnode.addEventListener(\n\t\t\t\"animationend\",\n\t\t\t() => {\n\t\t\t\tnode.style.animation = \"\";\n\t\t\t},\n\t\t\t{ once: true },\n\t\t);\n\t\treturn { node, current: def, anchor: [0.5, 1], isHidden: false, entryKey: entryAnim, ambient: new Set() };\n\t}\n\n\treturn { node, current: def, anchor: [0.5, 1], isHidden: false, ambient: new Set() };\n}\n\nfunction isTextAsset(assetId: string): boolean {\n\treturn assetId === BUILT_IN_TEXT_ASSET_ID;\n}\n\nfunction isPrimitiveAsset(assetId: string): boolean {\n\treturn BUILT_IN_PRIMITIVE_ASSET_IDS.has(assetId);\n}\n\nfunction createResolvedAssetNode(def: RuntimeElementState, resolveAsset: AssetResolver, cellSize: number): SVGGElement {\n\tconst asset = resolveAsset(def.asset);\n\tif (!asset) {\n\t\tthrow new RenderError(\"ASSET_NOT_FOUND\", `Asset not found: ${def.asset}`, {\n\t\t\tasset: def.asset,\n\t\t\telementId: def.id,\n\t\t});\n\t}\n\treturn createAssetNode(asset, def.asset, cellSize);\n}\n\nfunction updateGeneratedElementContent(node: SVGGElement, def: RuntimeElementState, layout: ResolvedLayoutState): void {\n\tif (!isTextAsset(def.asset) && !isPrimitiveAsset(def.asset)) return;\n\tconst replacement = isTextAsset(def.asset)\n\t\t? createTextAssetNode(def.text, def.asset, layout.cellSize)\n\t\t: createPrimitiveAssetNode(def.asset, def.primitive, layout.cellSize);\n\tclearChildren(node);\n\twhile (replacement.firstChild) {\n\t\tconst child = replacement.firstChild;\n\t\treplacement.removeChild(child);\n\t\tnode.appendChild(child);\n\t}\n}\n\n/**\n * Compare the generated-content payload (`text` or `primitive`) of two\n * element states for structural equality. Used to skip destructive\n * regeneration of text/primitive DOM content on frame updates where the\n * asset, id, and content payload are unchanged from the previous frame.\n */\nfunction hasEqualGeneratedContent(previous: RuntimeElementState | undefined, next: RuntimeElementState): boolean {\n\tif (!previous) return false;\n\tif (previous.asset !== next.asset) return false;\n\tif (!isTextAsset(next.asset) && !isPrimitiveAsset(next.asset)) return true;\n\tif (isTextAsset(next.asset)) return deepEqual(previous.text, next.text);\n\treturn deepEqual(previous.primitive, next.primitive);\n}\n\nfunction deepEqual(a: unknown, b: unknown): boolean {\n\tif (a === b) return true;\n\tif (typeof a !== typeof b) return false;\n\tif (a === null || b === null || typeof a !== \"object\" || typeof b !== \"object\") return false;\n\tif (Array.isArray(a) || Array.isArray(b)) {\n\t\tif (!Array.isArray(a) || !Array.isArray(b) || a.length !== b.length) return false;\n\t\treturn a.every((item, index) => deepEqual(item, b[index]));\n\t}\n\tconst aKeys = Object.keys(a as Record<string, unknown>);\n\tconst bKeys = Object.keys(b as Record<string, unknown>);\n\tif (aKeys.length !== bKeys.length) return false;\n\treturn aKeys.every((key) => deepEqual((a as Record<string, unknown>)[key], (b as Record<string, unknown>)[key]));\n}\n\nfunction createConnectorInstance(def: RuntimeConnectorState, layout: ResolvedLayoutState): ConnectorState {\n\tconst node = document.createElementNS(NS, \"g\") as SVGGElement;\n\tconst shaft = document.createElementNS(NS, \"path\") as SVGPathElement;\n\tconst state: ConnectorState = { node, shaft, isHidden: false, ambient: new Set<string>() };\n\tapplyConnectorState(state, def, layout);\n\n\tconst entryAnim = def.enter;\n\tif (entryAnim && entryAnim !== \"none\" && def.presence !== \"removed\") {\n\t\tanimateElement(node, `iso-anim-${entryAnim}`, \"enter\");\n\t\tnode.addEventListener(\n\t\t\t\"animationend\",\n\t\t\t() => {\n\t\t\t\tnode.style.animation = \"\";\n\t\t\t},\n\t\t\t{ once: true },\n\t\t);\n\t}\n\n\treturn state;\n}\n\nfunction applyConnectorState(state: ConnectorState, def: RuntimeConnectorState, layout: ResolvedLayoutState): void {\n\tconst previous = state.previous;\n\tconst routeChanged = !previous || !routesEqual(previous.route, def.route);\n\tconst styleChanged = !previous || !connectorStylesEqual(previous.style, def.style);\n\tconst shapeChanged =\n\t\t!previous ||\n\t\tshouldRenderOutline(previous) !== shouldRenderOutline(def) ||\n\t\tprevious.style.variant !== def.style.variant ||\n\t\tprevious.style.lane !== def.style.lane ||\n\t\tprevious.start !== def.start ||\n\t\tprevious.end !== def.end ||\n\t\tprevious.route.length !== def.route.length;\n\n\tapplyConnectorGroupAttrs(state.node, def, previous);\n\n\tconst geometryChanged = routeChanged || shapeChanged || styleChanged;\n\tconst d = geometryChanged ? routePath(def.route, layout) : (state.shaft.getAttribute(\"d\") ?? \"\");\n\n\tif (shapeChanged) {\n\t\tif (state.outline) state.node.removeChild(state.outline);\n\t\tstate.outline = undefined;\n\t\tif (shouldRenderOutline(def)) {\n\t\t\tconst outline = document.createElementNS(NS, \"path\") as SVGPathElement;\n\t\t\toutline.classList.add(\"iso-connector-outline\");\n\t\t\tapplyConnectorPathAttrs(outline, def, d, {\n\t\t\t\tstroke: def.style.outline ?? def.style.stroke,\n\t\t\t\tstrokeWidth: def.style.strokeWidth + def.style.outlineWidth * 2,\n\t\t\t\tincludeDash: false,\n\t\t\t});\n\t\t\tstate.node.insertBefore(outline, state.shaft);\n\t\t\tstate.outline = outline;\n\t\t}\n\t} else if (state.outline && geometryChanged) {\n\t\tapplyConnectorPathAttrs(state.outline, def, d, {\n\t\t\tstroke: def.style.outline ?? def.style.stroke,\n\t\t\tstrokeWidth: def.style.strokeWidth + def.style.outlineWidth * 2,\n\t\t\tincludeDash: false,\n\t\t});\n\t}\n\n\tif (!state.shaft.parentNode) state.node.appendChild(state.shaft);\n\tstate.shaft.classList.add(\"iso-connector-shaft\");\n\tif (geometryChanged) {\n\t\tapplyConnectorPathAttrs(state.shaft, def, d, {\n\t\t\tstroke: def.style.stroke,\n\t\t\tstrokeWidth: def.style.strokeWidth,\n\t\t\tincludeDash: true,\n\t\t});\n\t}\n\n\tif (shapeChanged) {\n\t\tif (state.lane) state.node.removeChild(state.lane);\n\t\tstate.lane = undefined;\n\t\tif (def.style.variant === \"road\" && def.style.lane === \"center-dashed\") {\n\t\t\tconst lane = document.createElementNS(NS, \"path\") as SVGPathElement;\n\t\t\tlane.classList.add(\"iso-connector-lane\");\n\t\t\tapplyConnectorPathAttrs(lane, def, d, {\n\t\t\t\tstroke: \"#ffffff\",\n\t\t\t\tstrokeWidth: Math.max(1, def.style.strokeWidth * 0.12),\n\t\t\t\tincludeDash: false,\n\t\t\t});\n\t\t\tlane.setAttribute(\"stroke-dasharray\", \"8 8\");\n\t\t\tstate.node.appendChild(lane);\n\t\t\tstate.lane = lane;\n\t\t}\n\t} else if (state.lane && geometryChanged) {\n\t\tapplyConnectorPathAttrs(state.lane, def, d, {\n\t\t\tstroke: \"#ffffff\",\n\t\t\tstrokeWidth: Math.max(1, def.style.strokeWidth * 0.12),\n\t\t\tincludeDash: false,\n\t\t});\n\t\tstate.lane.setAttribute(\"stroke-dasharray\", \"8 8\");\n\t}\n\n\tif (geometryChanged) {\n\t\tif (state.startEndpoint) state.node.removeChild(state.startEndpoint);\n\t\tif (state.endEndpoint) state.node.removeChild(state.endEndpoint);\n\t\tstate.startEndpoint = appendEndpoint(state.node, def, \"start\", layout);\n\t\tstate.endEndpoint = appendEndpoint(state.node, def, \"end\", layout);\n\t}\n\n\tapplyConnectorAmbientClasses(state, def.ambient ?? []);\n\tstate.previous = def;\n}\n\nfunction clearChildren(node: SVGElement): void {\n\twhile (node.firstChild) node.removeChild(node.firstChild);\n}\n\nfunction routesEqual(a: [number, number][], b: [number, number][]): boolean {\n\tif (a === b) return true;\n\tif (a.length !== b.length) return false;\n\treturn a.every((point, index) => {\n\t\tconst other = b[index];\n\t\treturn other !== undefined && point[0] === other[0] && point[1] === other[1];\n\t});\n}\n\nfunction connectorStylesEqual(a: RuntimeConnectorState[\"style\"], b: RuntimeConnectorState[\"style\"]): boolean {\n\tif (a === b) return true;\n\treturn (\n\t\ta.variant === b.variant &&\n\t\ta.pattern === b.pattern &&\n\t\ta.stroke === b.stroke &&\n\t\ta.strokeWidth === b.strokeWidth &&\n\t\ta.opacity === b.opacity &&\n\t\ta.outline === b.outline &&\n\t\ta.outlineWidth === b.outlineWidth &&\n\t\ta.lane === b.lane &&\n\t\t(a.dash ?? []).join(\",\") === (b.dash ?? []).join(\",\")\n\t);\n}\n\nfunction applyConnectorGroupAttrs(\n\tnode: SVGGElement,\n\tdef: RuntimeConnectorState,\n\tprevious?: RuntimeConnectorState,\n): void {\n\tconst nextClasses = [\n\t\t\"iso-connector\",\n\t\t`iso-connector-${def.id}`,\n\t\t`iso-connector-variant-${def.style.variant}`,\n\t\t`iso-connector-pattern-${def.style.pattern}`,\n\t\t`iso-connector-direction-${def.direction}`,\n\t\t`iso-layer-${def.layer}`,\n\t];\n\tif (!previous) {\n\t\tnode.classList.add(...nextClasses);\n\t} else {\n\t\tconst previousClasses = [\n\t\t\t\"iso-connector\",\n\t\t\t`iso-connector-${previous.id}`,\n\t\t\t`iso-connector-variant-${previous.style.variant}`,\n\t\t\t`iso-connector-pattern-${previous.style.pattern}`,\n\t\t\t`iso-connector-direction-${previous.direction}`,\n\t\t\t`iso-layer-${previous.layer}`,\n\t\t];\n\t\tfor (const name of previousClasses) {\n\t\t\tif (!nextClasses.includes(name)) node.classList.remove(name);\n\t\t}\n\t\tfor (const name of nextClasses) {\n\t\t\tif (!previousClasses.includes(name)) node.classList.add(name);\n\t\t}\n\t}\n\tnode.setAttribute(\"data-id\", def.id);\n\tnode.setAttribute(\"data-layer\", def.layer);\n\tnode.style.overflow = \"visible\";\n\tnode.style.pointerEvents = \"auto\";\n}\n\nfunction shouldRenderOutline(def: RuntimeConnectorState): boolean {\n\treturn Boolean(def.style.outline && def.style.outlineWidth > 0);\n}\n\nfunction applyConnectorPathAttrs(\n\tpath: SVGPathElement,\n\tdef: RuntimeConnectorState,\n\td: string,\n\toptions: { stroke: string; strokeWidth: number; includeDash: boolean },\n): void {\n\tpath.setAttribute(\"d\", d);\n\tpath.setAttribute(\"fill\", \"none\");\n\tpath.setAttribute(\"stroke\", options.stroke);\n\tpath.setAttribute(\"stroke-width\", String(options.strokeWidth));\n\tpath.setAttribute(\"stroke-linecap\", \"round\");\n\tpath.setAttribute(\"stroke-linejoin\", \"round\");\n\tpath.setAttribute(\"opacity\", String(def.style.opacity));\n\tif (options.includeDash && def.style.pattern !== \"solid\") {\n\t\tconst dash = def.style.dash ?? DEFAULT_CONNECTOR_DASH[def.style.pattern];\n\t\tpath.setAttribute(\"stroke-dasharray\", dash.join(\" \"));\n\t}\n}\n\nfunction routePath(route: [number, number][], layout: ResolvedLayoutState): string {\n\treturn route\n\t\t.map((point, index) => {\n\t\t\tconst projected = projectGridPoint(point[0], point[1], layout);\n\t\t\treturn `${index === 0 ? \"M\" : \"L\"} ${projected.x} ${projected.y}`;\n\t\t})\n\t\t.join(\" \");\n}\n\nfunction appendEndpoint(\n\tgroup: SVGGElement,\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGElement | undefined {\n\tconst endpoint = def[kind];\n\tif (endpoint === \"none\" || def.route.length < 2) return undefined;\n\n\tconst node = createEndpointNode(endpoint, def, kind, layout);\n\tnode.classList.add(`iso-connector-${kind}`);\n\tgroup.appendChild(node);\n\treturn node;\n}\n\nfunction createEndpointNode(\n\tendpoint: ConnectorEndpoint,\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGElement {\n\tswitch (endpoint) {\n\t\tcase \"arrow\":\n\t\t\treturn createArrowEndpoint(def, kind, layout);\n\t\tcase \"dot\":\n\t\t\treturn createCircleEndpoint(def, kind, layout, true);\n\t\tcase \"circle\":\n\t\t\treturn createCircleEndpoint(def, kind, layout, false);\n\t\tcase \"diamond\":\n\t\t\treturn createDiamondEndpoint(def, kind, layout);\n\t\tcase \"bar\":\n\t\t\treturn createBarEndpoint(def, kind, layout);\n\t\tcase \"none\":\n\t\t\tthrow new RenderError(\"CONNECTOR_ENDPOINT_NONE\", \"Cannot create geometry for endpoint none\");\n\t}\n}\n\nfunction createArrowEndpoint(\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGPolygonElement {\n\tconst tip = endpointPoint(def, kind);\n\tconst direction = endpointDirection(def, kind);\n\tconst perpendicular: [number, number] = [-direction[1], direction[0]];\n\tconst base: [number, number] = [tip[0] - direction[0] * ARROW_LENGTH_GRID, tip[1] - direction[1] * ARROW_LENGTH_GRID];\n\tconst halfWidth = ARROW_WIDTH_GRID / 2;\n\tconst points = [\n\t\ttip,\n\t\t[base[0] + perpendicular[0] * halfWidth, base[1] + perpendicular[1] * halfWidth] as [number, number],\n\t\t[base[0] - perpendicular[0] * halfWidth, base[1] - perpendicular[1] * halfWidth] as [number, number],\n\t].map((point) => projectGridPoint(point[0], point[1], layout));\n\n\tconst polygon = document.createElementNS(NS, \"polygon\") as SVGPolygonElement;\n\tpolygon.setAttribute(\"points\", points.map(pointToString).join(\" \"));\n\tpolygon.setAttribute(\"fill\", def.style.stroke);\n\tpolygon.setAttribute(\"opacity\", String(def.style.opacity));\n\treturn polygon;\n}\n\nfunction createCircleEndpoint(\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n\tfilled: boolean,\n): SVGCircleElement {\n\tconst point = endpointPoint(def, kind);\n\tconst projected = projectGridPoint(point[0], point[1], layout);\n\tconst circle = document.createElementNS(NS, \"circle\") as SVGCircleElement;\n\tcircle.setAttribute(\"cx\", String(projected.x));\n\tcircle.setAttribute(\"cy\", String(projected.y));\n\tcircle.setAttribute(\"r\", String(ENDPOINT_RADIUS_GRID * layout.cellSize));\n\tcircle.setAttribute(\"stroke\", def.style.stroke);\n\tcircle.setAttribute(\"stroke-width\", String(Math.max(1, def.style.strokeWidth)));\n\tcircle.setAttribute(\"opacity\", String(def.style.opacity));\n\tcircle.setAttribute(\"fill\", filled ? def.style.stroke : \"none\");\n\treturn circle;\n}\n\nfunction createDiamondEndpoint(\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGPolygonElement {\n\tconst center = endpointPoint(def, kind);\n\tconst radius = ENDPOINT_RADIUS_GRID;\n\tconst points: [number, number][] = [\n\t\t[center[0], center[1] - radius],\n\t\t[center[0] + radius, center[1]],\n\t\t[center[0], center[1] + radius],\n\t\t[center[0] - radius, center[1]],\n\t];\n\tconst polygon = document.createElementNS(NS, \"polygon\") as SVGPolygonElement;\n\tpolygon.setAttribute(\n\t\t\"points\",\n\t\tpoints\n\t\t\t.map((point) => projectGridPoint(point[0], point[1], layout))\n\t\t\t.map(pointToString)\n\t\t\t.join(\" \"),\n\t);\n\tpolygon.setAttribute(\"fill\", def.style.stroke);\n\tpolygon.setAttribute(\"opacity\", String(def.style.opacity));\n\treturn polygon;\n}\n\nfunction createBarEndpoint(\n\tdef: RuntimeConnectorState,\n\tkind: \"start\" | \"end\",\n\tlayout: ResolvedLayoutState,\n): SVGLineElement {\n\tconst center = endpointPoint(def, kind);\n\tconst direction = endpointDirection(def, kind);\n\tconst perpendicular: [number, number] = [-direction[1], direction[0]];\n\tconst half = BAR_WIDTH_GRID / 2;\n\tconst a = projectGridPoint(center[0] + perpendicular[0] * half, center[1] + perpendicular[1] * half, layout);\n\tconst b = projectGridPoint(center[0] - perpendicular[0] * half, center[1] - perpendicular[1] * half, layout);\n\tconst line = document.createElementNS(NS, \"line\") as SVGLineElement;\n\tline.setAttribute(\"x1\", String(a.x));\n\tline.setAttribute(\"y1\", String(a.y));\n\tline.setAttribute(\"x2\", String(b.x));\n\tline.setAttribute(\"y2\", String(b.y));\n\tline.setAttribute(\"stroke\", def.style.stroke);\n\tline.setAttribute(\"stroke-width\", String(Math.max(1, def.style.strokeWidth)));\n\tline.setAttribute(\"stroke-linecap\", \"round\");\n\tline.setAttribute(\"opacity\", String(def.style.opacity));\n\treturn line;\n}\n\nfunction endpointPoint(def: RuntimeConnectorState, kind: \"start\" | \"end\"): [number, number] {\n\treturn kind === \"start\" ? def.route[0] : def.route[def.route.length - 1];\n}\n\nfunction endpointDirection(def: RuntimeConnectorState, kind: \"start\" | \"end\"): [number, number] {\n\tconst point =\n\t\tkind === \"start\"\n\t\t\t? vectorBetween(def.route[0], def.route[1])\n\t\t\t: vectorBetween(def.route[def.route.length - 2], def.route[def.route.length - 1]);\n\tconst effective = def.direction === \"reverse\" ? ([-point[0], -point[1]] as [number, number]) : point;\n\treturn normalizeVector(effective);\n}\n\nfunction vectorBetween(start: [number, number], end: [number, number]): [number, number] {\n\treturn [end[0] - start[0], end[1] - start[1]];\n}\n\nfunction normalizeVector(vector: [number, number]): [number, number] {\n\tconst length = Math.hypot(vector[0], vector[1]);\n\tif (length === 0) return [1, 0];\n\treturn [vector[0] / length, vector[1] / length];\n}\n\nfunction applyElementTransform(node: SVGGElement, def: RuntimeElementState, layout: ResolvedLayoutState): void {\n\tconst screen = projectToScreen(\n\t\tdef.pos[0] + def.size,\n\t\tdef.pos[1] + def.size,\n\t\tlayout.cellSize,\n\t\tlayout.selectedBounds.minX,\n\t\tlayout.selectedBounds.minY,\n\t\tlayout.padding.x,\n\t\tlayout.padding.y,\n\t);\n\tconst visualSize = calculateVisualSize(def.size, layout.cellSize);\n\tconst scale = visualSize / layout.cellSize;\n\tnode.setAttribute(\"transform\", `translate(${screen.screenX} ${screen.screenY}) scale(${scale})`);\n}\n\nfunction applyAmbientClasses(state: ElementState, ambient: RuntimeElementState[\"ambient\"]): void {\n\tconst next = new Set((ambient ?? []).map((item) => item.name));\n\tfor (const name of state.ambient) {\n\t\tif (!next.has(name)) state.node.classList.remove(`iso-ambient-${name}`);\n\t}\n\tfor (const name of next) {\n\t\tif (!state.ambient.has(name)) state.node.classList.add(`iso-ambient-${name}`);\n\t}\n\tstate.ambient = next;\n}\n\nfunction applyConnectorAmbientClasses(state: ConnectorState, ambient: RuntimeConnectorState[\"ambient\"]): void {\n\tconst next = new Set((ambient ?? []).map((item) => item.name));\n\tfor (const name of state.ambient) {\n\t\tif (!next.has(name)) state.shaft.classList.remove(`iso-ambient-${name}`);\n\t}\n\tfor (const name of next) {\n\t\tstate.shaft.classList.add(`iso-ambient-${name}`);\n\t}\n\tstate.ambient = next;\n}\n\n/** Apply a CSS keyframe animation to an element. */\nexport function animateElement(node: SVGElement, keyframeName: string, type: \"enter\" | \"exit\" = \"enter\"): void {\n\tnode.style.opacity = \"1\";\n\tnode.style.animation = \"none\";\n\tnode.getBoundingClientRect();\n\tconst duration = type === \"exit\" ? \"var(--iso-anim-duration-exit, 300ms)\" : \"var(--iso-anim-duration-enter, 400ms)\";\n\tconst easing = type === \"exit\" ? \"var(--iso-anim-easing-exit, ease-in)\" : \"var(--iso-anim-easing-enter, ease-out)\";\n\tnode.style.animation = `${keyframeName} ${duration} ${easing} forwards`;\n}\n",
13
13
  "/** 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",
14
- "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",
14
+ "import {\n\tanimateElement,\n\tapplySceneViewBox,\n\tgetConnectorState,\n\tgetCurrentElementBounds,\n\tgetElementState,\n\tgetGridAreaBounds,\n\tgetResolvedProjectionLayout,\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 { calculateVisualSize, projectToScreen } from \"../utils/projection.ts\";\nimport { AnimationEngine } from \"./animation-engine.ts\";\n\n// ── Event types ────────────────────────────────────────────────────────────\n\n/** Events emitted by `AnimationController.on()`. */\nexport interface ControllerEvents {\n\t/** Fired whenever resolved scroll/scene progress changes. */\n\t\"progress-change\": (progress: number) => void;\n\t/** Fired when the active scene index changes. */\n\t\"scene-change\": (index: number) => void;\n\t/** Fired after the camera viewBox or zoom target changes. */\n\t\"camera-change\": (state: CameraState) => void;\n\t/** Fired when scroll-driven progress tracking is paused. */\n\tpaused: () => void;\n\t/** Fired when scroll-driven progress tracking resumes. */\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\t/** Scroll axis used to derive progress. Defaults to `vertical`. */\n\tscrollDirection?: \"vertical\" | \"horizontal\";\n\t/** Extra scroll offsets, in pixels, applied when deriving progress from `container`. */\n\tscrollOffset?: {\n\t\ttop?: number;\n\t\tbottom?: number;\n\t\tleft?: number;\n\t\tright?: number;\n\t};\n\t/** Minimum resolved progress. Defaults to `0`. */\n\tminProgress?: number;\n\t/** Maximum resolved progress. Defaults to `1`. */\n\tmaxProgress?: number;\n\t/** Enable arrow-key scene navigation. Defaults to `false`. */\n\tkeyboardControls?: boolean;\n\t/** Enable touch swipe scene navigation. Defaults to `false`. */\n\ttouchControls?: boolean;\n\t/** Multiplier applied to wheel/touch scroll deltas. Defaults to `1.0`. */\n\tscrollSensitivity?: number;\n\t/** Camera transition duration in milliseconds. Defaults to `600`. */\n\ttransitionDuration?: number;\n\t/** Camera transition easing curve. Defaults to `ease-in-out`. */\n\ttransitionEasing?: \"linear\" | \"ease-in-out\" | \"ease-out\";\n}\n\nexport type { CameraGridArea, CameraZoomOptions };\n\n/** Current camera viewBox and zoom target, as reported by `AnimationController.getCameraState()`. */\nexport interface CameraState {\n\t/** Current SVG viewBox. */\n\tviewBox: ViewBoxRect;\n\t/** Focus target that produced the current viewBox, if any. */\n\ttarget?: RuntimeCameraTarget;\n\t/** Whether the camera differs from the compiled full scene view. */\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 _lastTouchY = 0;\n\tprivate _lastTouchX = 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, ${this.scenes.length - 1}]`,\n\t\t\t);\n\t\t}\n\t\tthis._transitionToScene(index);\n\t}\n\n\t/**\n\t * Pause all animations.\n\t */\n\tpause(): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (this._paused) return;\n\t\tthis._paused = true;\n\t\tthis._cancelFrame();\n\t\tthis._engine.pause();\n\t\tthis._applyPauseState(true);\n\t\tthis._emit(\"paused\");\n\t}\n\n\t/**\n\t * Resume from paused state.\n\t */\n\tresume(): void {\n\t\tthis._assertNotDestroyed();\n\t\tif (!this._paused) return;\n\t\tthis._paused = false;\n\t\tthis._engine.resume();\n\t\tthis._applyPauseState(false);\n\t\tthis._scheduleProgressForward(this._progress);\n\t\tthis._emit(\"resumed\");\n\t}\n\n\t/**\n\t * Check if controller is paused.\n\t */\n\tisPaused(): boolean {\n\t\tthis._assertNotDestroyed();\n\t\treturn this._paused;\n\t}\n\n\tzoomToElement(id: string, options: CameraZoomOptions = {}): void {\n\t\tthis._assertNotDestroyed();\n\t\tconst svg = this._getSceneSvg();\n\t\tif (!this._bundle || !svg) {\n\t\t\tthrow new ControllerError(\"CAMERA_NOT_INITIALIZED\", \"zoomToElement() requires an initialized scene SVG\");\n\t\t}\n\t\tconst elementBounds = getCurrentElementBounds(svg, id);\n\t\tif (!elementBounds) {\n\t\t\tif (getElementState(svg, id)) {\n\t\t\t\tthrow new ControllerError(\"CAMERA_TARGET_NOT_VISIBLE\", `Camera target element \"${id}\" is currently removed`, {\n\t\t\t\t\telementId: id,\n\t\t\t\t});\n\t\t\t}\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, { forInterpolation: true });\n\t\tconst nextViewBox = this._resolveCameraViewBox(nextCamera, { forInterpolation: true });\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(\n\t\tcamera: RequiredCameraFocus,\n\t\toptions: { forInterpolation?: boolean } = {},\n\t): 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 = options.forInterpolation\n\t\t\t? this._resolveElementBoundsForInterpolation(svg, camera.target.id)\n\t\t\t: 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\t/**\n\t * Resolve element bounds for scroll/setProgress camera interpolation.\n\t *\n\t * Unlike `getCurrentElementBounds()`, this tolerates an element whose\n\t * resolved presence is transiently \"removed\" because progress has not yet\n\t * reached the stop that introduces it (the engine still carries valid\n\t * authored geometry for it via nearest-geometry fallback). It falls back to\n\t * that geometry instead of reporting the target as missing so a scene that\n\t * both adds an element and focuses the camera on it in the same stop can be\n\t * interpolated into smoothly. A genuinely unknown element id still resolves\n\t * to `undefined` so callers can throw `CAMERA_TARGET_NOT_FOUND`.\n\t */\n\tprivate _resolveElementBoundsForInterpolation(svg: SVGSVGElement, id: string): ViewBoxRect | undefined {\n\t\tconst direct = getCurrentElementBounds(svg, id);\n\t\tif (direct) return direct;\n\n\t\tconst state = getElementState(svg, id);\n\t\tif (!state || !this._bundle) return undefined;\n\n\t\tconst layout = getResolvedProjectionLayout(this._bundle);\n\t\tconst element = state.current;\n\t\tconst screen = projectToScreen(\n\t\t\telement.pos[0] + element.size,\n\t\t\telement.pos[1] + element.size,\n\t\t\tlayout.cellSize,\n\t\t\tlayout.selectedBounds.minX,\n\t\t\tlayout.selectedBounds.minY,\n\t\t\tlayout.padding.x,\n\t\t\tlayout.padding.y,\n\t\t);\n\t\tconst visualSize = calculateVisualSize(element.size, layout.cellSize);\n\t\tconst [anchorX, anchorY] = state.anchor;\n\t\treturn {\n\t\t\tminX: roundCameraNumber(screen.screenX - visualSize * anchorX),\n\t\t\tminY: roundCameraNumber(screen.screenY - visualSize * anchorY),\n\t\t\twidth: roundCameraNumber(Math.max(1, visualSize)),\n\t\t\theight: roundCameraNumber(Math.max(1, visualSize)),\n\t\t};\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\tconst stop = this.scenes[index];\n\t\tconst from = this._progress;\n\t\tconst to = stop.progress;\n\n\t\tif (index === this._sceneIndex && from === to) return;\n\n\t\tthis._sceneIndex = index;\n\t\tthis._emit(\"scene-change\", index);\n\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._cancelCameraAnimation();\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\tif (this._config.keyboardControls) {\n\t\t\tdocument.addEventListener(\"keydown\", this._onKeyDown);\n\t\t}\n\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.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\tdocument.removeEventListener(\"keydown\", this._onKeyDown);\n\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\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 sensitivity = this._config.scrollSensitivity ?? 1;\n\t\tconst scaledProgress = rawProgress * sensitivity;\n\t\tconst clampedProgress = Math.max(\n\t\t\tthis._config.minProgress ?? 0,\n\t\t\tMath.min(this._config.maxProgress ?? 1, scaledProgress),\n\t\t);\n\n\t\tif (clampedProgress !== this._progress) {\n\t\t\tthis.setProgress(clampedProgress);\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._lastTouchX = touch.clientX;\n\t\t} else {\n\t\t\tthis._lastTouchY = 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 isHorizontal = this._config.scrollDirection === \"horizontal\";\n\t\tconst delta = isHorizontal ? this._lastTouchX - touch.clientX : this._lastTouchY - touch.clientY;\n\t\tif (isHorizontal) {\n\t\t\tthis._lastTouchX = touch.clientX;\n\t\t} else {\n\t\t\tthis._lastTouchY = touch.clientY;\n\t\t}\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 svg = this._getSceneSvg();\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",
15
15
  "/** Pure-JS SHA-256 digest (no Node crypto). */\nexport function sha256(input: string): string {\n\tconst bytes = utf8Bytes(input);\n\tconst bitLength = bytes.length * 8;\n\tbytes.push(0x80);\n\twhile (bytes.length % 64 !== 56) bytes.push(0);\n\tfor (let i = 7; i >= 0; i--) {\n\t\tbytes.push(Math.floor(bitLength / 2 ** (i * 8)) & 0xff);\n\t}\n\n\tconst h = [0x6a09e667, 0xbb67ae85, 0x3c6ef372, 0xa54ff53a, 0x510e527f, 0x9b05688c, 0x1f83d9ab, 0x5be0cd19];\n\tconst k = [\n\t\t0x428a2f98, 0x71374491, 0xb5c0fbcf, 0xe9b5dba5, 0x3956c25b, 0x59f111f1, 0x923f82a4, 0xab1c5ed5, 0xd807aa98,\n\t\t0x12835b01, 0x243185be, 0x550c7dc3, 0x72be5d74, 0x80deb1fe, 0x9bdc06a7, 0xc19bf174, 0xe49b69c1, 0xefbe4786,\n\t\t0x0fc19dc6, 0x240ca1cc, 0x2de92c6f, 0x4a7484aa, 0x5cb0a9dc, 0x76f988da, 0x983e5152, 0xa831c66d, 0xb00327c8,\n\t\t0xbf597fc7, 0xc6e00bf3, 0xd5a79147, 0x06ca6351, 0x14292967, 0x27b70a85, 0x2e1b2138, 0x4d2c6dfc, 0x53380d13,\n\t\t0x650a7354, 0x766a0abb, 0x81c2c92e, 0x92722c85, 0xa2bfe8a1, 0xa81a664b, 0xc24b8b70, 0xc76c51a3, 0xd192e819,\n\t\t0xd6990624, 0xf40e3585, 0x106aa070, 0x19a4c116, 0x1e376c08, 0x2748774c, 0x34b0bcb5, 0x391c0cb3, 0x4ed8aa4a,\n\t\t0x5b9cca4f, 0x682e6ff3, 0x748f82ee, 0x78a5636f, 0x84c87814, 0x8cc70208, 0x90befffa, 0xa4506ceb, 0xbef9a3f7,\n\t\t0xc67178f2,\n\t];\n\n\tconst w = new Array<number>(64);\n\tfor (let offset = 0; offset < bytes.length; offset += 64) {\n\t\tfor (let i = 0; i < 16; i++) {\n\t\t\tconst j = offset + i * 4;\n\t\t\tw[i] = ((bytes[j] << 24) | (bytes[j + 1] << 16) | (bytes[j + 2] << 8) | bytes[j + 3]) >>> 0;\n\t\t}\n\t\tfor (let i = 16; i < 64; i++) {\n\t\t\tconst s0 = rotr(w[i - 15], 7) ^ rotr(w[i - 15], 18) ^ (w[i - 15] >>> 3);\n\t\t\tconst s1 = rotr(w[i - 2], 17) ^ rotr(w[i - 2], 19) ^ (w[i - 2] >>> 10);\n\t\t\tw[i] = (w[i - 16] + s0 + w[i - 7] + s1) >>> 0;\n\t\t}\n\n\t\tlet [a, b, c, d, e, f, g, hh] = h;\n\t\tfor (let i = 0; i < 64; i++) {\n\t\t\tconst s1 = rotr(e, 6) ^ rotr(e, 11) ^ rotr(e, 25);\n\t\t\tconst ch = (e & f) ^ (~e & g);\n\t\t\tconst temp1 = (hh + s1 + ch + k[i] + w[i]) >>> 0;\n\t\t\tconst s0 = rotr(a, 2) ^ rotr(a, 13) ^ rotr(a, 22);\n\t\t\tconst maj = (a & b) ^ (a & c) ^ (b & c);\n\t\t\tconst temp2 = (s0 + maj) >>> 0;\n\t\t\thh = g;\n\t\t\tg = f;\n\t\t\tf = e;\n\t\t\te = (d + temp1) >>> 0;\n\t\t\td = c;\n\t\t\tc = b;\n\t\t\tb = a;\n\t\t\ta = (temp1 + temp2) >>> 0;\n\t\t}\n\n\t\th[0] = (h[0] + a) >>> 0;\n\t\th[1] = (h[1] + b) >>> 0;\n\t\th[2] = (h[2] + c) >>> 0;\n\t\th[3] = (h[3] + d) >>> 0;\n\t\th[4] = (h[4] + e) >>> 0;\n\t\th[5] = (h[5] + f) >>> 0;\n\t\th[6] = (h[6] + g) >>> 0;\n\t\th[7] = (h[7] + hh) >>> 0;\n\t}\n\n\treturn h.map((value) => value.toString(16).padStart(8, \"0\")).join(\"\");\n}\n\nfunction utf8Bytes(input: string): number[] {\n\treturn Array.from(new TextEncoder().encode(input));\n}\n\nfunction rotr(value: number, bits: number): number {\n\treturn (value >>> bits) | (value << (32 - bits));\n}\n",
16
- "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 = \"0.3.0\";\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 && !Array.isArray(value);\n}\n",
16
+ "import { getElementState } from \"../rendering/rendering-engine.ts\";\nimport { RenderError } from \"../types/errors.ts\";\n\n/** Payload for element pointer events. */\nexport interface ElementPointerEvent {\n\t/** Element id from the scene definition. */\n\tid: string;\n\t/** The native DOM event that triggered this notification. */\n\toriginalEvent: Event;\n}\n\n/** Events emitted by `MountedScene.on()`. */\nexport interface MountedSceneEvents {\n\t\"element-click\": (event: ElementPointerEvent) => void;\n\t\"element-enter\": (event: ElementPointerEvent) => void;\n\t\"element-leave\": (event: ElementPointerEvent) => void;\n}\n\ntype EventKey = keyof MountedSceneEvents;\ntype AnyEventListener = (event: ElementPointerEvent) => void;\n\nconst CSS_CLASS_INTERACTIVE_ROOT = \"iso-interactive\";\nconst CSS_CLASS_HOVER = \"iso-hover\";\n\n/**\n * Owns delegated pointer listeners and event subscriptions for one mounted\n * scene. Created unconditionally by `mountScene()`; the three DOM listeners\n * are only attached when `interactive: true`.\n */\nexport class SceneInteractivity {\n\tprivate readonly svg: SVGSVGElement;\n\tprivate readonly listeners = new Map<EventKey, Set<AnyEventListener>>();\n\tprivate destroyed = false;\n\tprivate attached = false;\n\tprivate readonly onClick = (event: Event): void => this.handleClick(event);\n\tprivate readonly onPointerOver = (event: Event): void => this.handlePointerOver(event as PointerEvent);\n\tprivate readonly onPointerOut = (event: Event): void => this.handlePointerOut(event as PointerEvent);\n\n\tconstructor(svg: SVGSVGElement, interactive: boolean) {\n\t\tthis.svg = svg;\n\t\tif (interactive) {\n\t\t\tsvg.classList.add(CSS_CLASS_INTERACTIVE_ROOT);\n\t\t\tsvg.addEventListener(\"click\", this.onClick);\n\t\t\tsvg.addEventListener(\"pointerover\", this.onPointerOver);\n\t\t\tsvg.addEventListener(\"pointerout\", this.onPointerOut);\n\t\t\tthis.attached = true;\n\t\t}\n\t}\n\n\t/** Subscribe to interactivity events. Returns an unsubscribe function. */\n\ton<K extends EventKey>(event: K, listener: MountedSceneEvents[K]): () => void {\n\t\tif (this.destroyed) {\n\t\t\tthrow new RenderError(\"MOUNT_DESTROYED\", \"Cannot call on() after destroy()\");\n\t\t}\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\treturn () => {\n\t\t\tset.delete(listener as AnyEventListener);\n\t\t};\n\t}\n\n\t/** Remove the three delegated listeners and all subscriptions. Safe to call more than once. */\n\tdestroy(): void {\n\t\tif (this.destroyed) return;\n\t\tthis.destroyed = true;\n\t\tif (this.attached) {\n\t\t\tthis.svg.removeEventListener(\"click\", this.onClick);\n\t\t\tthis.svg.removeEventListener(\"pointerover\", this.onPointerOver);\n\t\t\tthis.svg.removeEventListener(\"pointerout\", this.onPointerOut);\n\t\t\tthis.attached = false;\n\t\t}\n\t\tthis.listeners.clear();\n\t}\n\n\tprivate handleClick(event: Event): void {\n\t\tconst id = this.resolveVisibleElementId(event.target);\n\t\tif (!id) return;\n\t\tthis.emit(\"element-click\", { id, originalEvent: event });\n\t}\n\n\tprivate handlePointerOver(event: PointerEvent): void {\n\t\tconst enteredId = this.resolveVisibleElementId(event.target);\n\t\tif (!enteredId) return;\n\t\tconst previousId = this.resolveVisibleElementId(event.relatedTarget);\n\t\tif (enteredId === previousId) return;\n\t\tthis.toggleHoverClass(enteredId, true);\n\t\tthis.emit(\"element-enter\", { id: enteredId, originalEvent: event });\n\t}\n\n\tprivate handlePointerOut(event: PointerEvent): void {\n\t\tconst leftId = this.resolveVisibleElementId(event.target);\n\t\tif (!leftId) return;\n\t\tconst nextId = this.resolveVisibleElementId(event.relatedTarget);\n\t\tif (leftId === nextId) return;\n\t\tthis.toggleHoverClass(leftId, false);\n\t\tthis.emit(\"element-leave\", { id: leftId, originalEvent: event });\n\t}\n\n\tprivate toggleHoverClass(id: string, hovered: boolean): void {\n\t\tconst state = getElementState(this.svg, id);\n\t\tif (!state) return;\n\t\tstate.node.classList.toggle(CSS_CLASS_HOVER, hovered);\n\t}\n\n\t/**\n\t * Resolve the scene element id for a pointer event target: walk up\n\t * `parentNode` from the event target until the root SVG, looking for the\n\t * first ancestor `<g>` that is a member of the engine's element state map\n\t * (connector groups also carry `data-id` but are never members of this\n\t * map, and floor/defs/diagnostics nodes carry no `data-id` at all). An\n\t * element whose current presence is `removed` never resolves.\n\t */\n\tprivate resolveVisibleElementId(target: EventTarget | null): string | undefined {\n\t\tlet node = target as Node | null;\n\t\twhile (node && node !== this.svg) {\n\t\t\tconst id = (node as Element).getAttribute?.(\"data-id\");\n\t\t\tif (id) {\n\t\t\t\tconst state = getElementState(this.svg, id);\n\t\t\t\tif (state && state.current.presence !== \"removed\") return id;\n\t\t\t\treturn undefined;\n\t\t\t}\n\t\t\tnode = node.parentNode;\n\t\t}\n\t\treturn undefined;\n\t}\n\n\t/**\n\t * Invoke every listener for `event`. Exceptions are not caught: consistent\n\t * with `AnimationController`'s event system, a throwing listener is\n\t * rethrown asynchronously (via `queueMicrotask`) rather than swallowed, so\n\t * it surfaces as an unhandled error without breaking delivery to sibling\n\t * listeners in the same `Set`.\n\t */\n\tprivate emit<K extends EventKey>(event: K, payload: ElementPointerEvent): void {\n\t\tconst set = this.listeners.get(event);\n\t\tif (!set) return;\n\t\tfor (const listener of set) {\n\t\t\ttry {\n\t\t\t\tlistener(payload);\n\t\t\t} catch (error) {\n\t\t\t\tqueueMicrotask(() => {\n\t\t\t\t\tthrow error;\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\t}\n}\n",
17
+ "import { AnimationEngine } from \"../animation/animation-engine.ts\";\nimport type { CameraState, 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 { ControllerError, RenderError } from \"../types/errors.ts\";\nimport type { CompiledFloor, CompiledLayout, RuntimeBundle } from \"../types/runtime-bundle.ts\";\nimport { sha256 } from \"../utils/sha256.ts\";\nimport { type MountedSceneEvents, SceneInteractivity } from \"./interactivity.ts\";\n\nconst RUNTIME_BUNDLE_FORMAT = \"isostate-runtime-bundle\";\nconst RUNTIME_VERSION = \"0.5.0\";\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\t/** Enable pointer interactivity on scene elements. Default: false. */\n\tinteractive?: boolean;\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: CameraState;\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/**\n\t * Subscribe to interactivity events. Returns an unsubscribe function.\n\t * Callable regardless of the `interactive` option; without it no events\n\t * fire.\n\t */\n\ton<K extends keyof MountedSceneEvents>(event: K, listener: MountedSceneEvents[K]): () => void;\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\tconst interactivity = new SceneInteractivity(svg, options.interactive === true);\n\n\tlet destroyed = false;\n\n\treturn {\n\t\tsvg,\n\t\tengine,\n\t\tcontroller,\n\t\tgetResolvedConfig: () => getResolvedConfig(bundle, options, controller),\n\t\ton: (event, listener) => interactivity.on(event, listener),\n\t\tdestroy: () => {\n\t\t\tif (destroyed) return;\n\t\t\tdestroyed = true;\n\t\t\tinteractivity.destroy();\n\t\t\tdestroyControllerSafely(controller);\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\n/**\n * Destroy the controller, tolerating a controller that was already destroyed\n * independently (e.g. by application code calling `controller.destroy()`\n * before `mountScene().destroy()`). Keeps `mountScene().destroy()` idempotent\n * and defensive so engine cleanup and SVG removal always run.\n */\nfunction destroyControllerSafely(controller: AnimationController | undefined): void {\n\tif (!controller) return;\n\ttry {\n\t\tcontroller.destroy();\n\t} catch (error) {\n\t\tif (error instanceof ControllerError && error.code === \"CONTROLLER_DESTROYED\") return;\n\t\tthrow error;\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(\n\tbundle: RuntimeBundle,\n\toptions: MountSceneOptions = {},\n\tcontroller?: AnimationController,\n): ResolvedRuntimeConfig {\n\treturn {\n\t\tgrid: { cellSize: bundle.grid.cellSize },\n\t\tfloor: { ...bundle.floor, size: [...bundle.floor.size], origin: [...bundle.floor.origin] },\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: resolveCameraState(bundle, controller),\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 || compareCodePointOrder(a.name, b.name)),\n\t};\n}\n\n/**\n * Live camera state from the controller when one is attached and alive;\n * otherwise the static bundle-derived default.\n */\nfunction resolveCameraState(bundle: RuntimeBundle, controller?: AnimationController): CameraState {\n\tif (controller) {\n\t\ttry {\n\t\t\treturn controller.getCameraState();\n\t\t} catch (error) {\n\t\t\tif (!(error instanceof ControllerError)) throw error;\n\t\t}\n\t}\n\treturn {\n\t\tviewBox: getResolvedViewBox(bundle),\n\t\tisZoomed: false,\n\t};\n}\n\n/** Locale-independent string comparator so tie-break order is byte-deterministic across hosts. */\nfunction compareCodePointOrder(a: string, b: string): number {\n\treturn a < b ? -1 : a > b ? 1 : 0;\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 && !Array.isArray(value);\n}\n",
17
18
  "import { mountScene } from \"./runtime/mount-scene.ts\";\nimport { projectToScreen as projectGridToScreen } from \"./utils/projection.ts\";\n\nexport { mountScene };\n\nexport function projectToScreen(\n\tx: number,\n\ty: number,\n\tcellSize: number,\n\toffsetX?: number,\n\toffsetY?: number,\n\tpaddingX?: number,\n\tpaddingY?: number,\n): ReturnType<typeof projectGridToScreen> {\n\treturn projectGridToScreen(x, y, cellSize, offsetX, offsetY, paddingX, paddingY);\n}\n"
18
19
  ],
19
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+ "debugId": "076F49BB617BA32164756E2164756E21",
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  "names": []
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  }