pptx-angular-viewer 3.2.1 → 3.2.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -7,6 +7,21 @@ A release listed with no entries carried no Conventional Commit in this package'
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  scope: scripts/release-plan.mjs re-releases a package whenever any of its files
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  change, not only on conventional ones.
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+ ## [3.2.2](https://github.com/ChristopherVR/pptx-viewer/releases/tag/pptx-angular-viewer@3.2.2) - 2026-08-29
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+ ### Bug Fixes
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+ - **animation:** Preserve authored PowerPoint playback and rendering ([#185](https://github.com/ChristopherVR/pptx-viewer/issues/185)) (by @primerch) ([628be23](https://github.com/ChristopherVR/pptx-viewer/commit/628be23999fb116d11cde2a5f62aac941416a1f5))
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+ ## [3.2.1](https://github.com/ChristopherVR/pptx-viewer/releases/tag/pptx-angular-viewer@3.2.1) - 2026-08-29
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+ ### Bug Fixes
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+ - **react:** Smooth collaboration cursors and remove webrtc join delay (by @ChristopherVR) ([332c547](https://github.com/ChristopherVR/pptx-viewer/commit/332c54713cbf82a5669f0d7825d58346e2ad8e45))
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+ - Vertically center the slide canvas to match svelte (by @ChristopherVR) ([c5ff901](https://github.com/ChristopherVR/pptx-viewer/commit/c5ff90100af8d5d70119a82aaea50fe56fbee0a6))
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+ - **ui:** Stop ribbon Insert/Animation/View tab content stretching and clipping (by @ChristopherVR) ([9487346](https://github.com/ChristopherVR/pptx-viewer/commit/9487346f32b7ec51a2180305643d960e1e7b65cb))
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+ - **print:** Stop print opening a blank tab and doing nothing (by @ChristopherVR) ([6616f81](https://github.com/ChristopherVR/pptx-viewer/commit/6616f81003354b57b3b56e7de957d4044616b811))
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  ## [3.2.0](https://github.com/ChristopherVR/pptx-viewer/releases/tag/pptx-angular-viewer@3.2.0) - 2026-08-28
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  ### Features
@@ -1,4 +1,4 @@
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- import { t as toChatSummary } from './pptx-angular-viewer-pptx-angular-viewer-CY6xB_ld.mjs';
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+ import { t as toChatSummary } from './pptx-angular-viewer-pptx-angular-viewer-D4-vQO15.mjs';
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  /**
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  * IndexedDB backend for {@link createChatHistoryStore}. Kept in its own module
@@ -103,4 +103,4 @@ function createIdbBackend(db) {
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  }
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  export { CHAT_STORE, createIdbBackend, openChatDb };
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- //# sourceMappingURL=pptx-angular-viewer-chat-history-idb-DTLrxc9s.mjs.map
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+ //# sourceMappingURL=pptx-angular-viewer-chat-history-idb-CTv3rQal.mjs.map
@@ -1 +1 @@
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- {"version":3,"file":"pptx-angular-viewer-chat-history-idb-DTLrxc9s.mjs","sources":["../../src/internal/shared-src/ai/chat-history-idb.ts"],"sourcesContent":["/**\n * IndexedDB backend for {@link createChatHistoryStore}. Kept in its own module\n * so the localStorage fallback and the public factory stay within the per-file\n * size budget. 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+ {"version":3,"file":"pptx-angular-viewer-chat-history-idb-CTv3rQal.mjs","sources":["../../src/internal/shared-src/ai/chat-history-idb.ts"],"sourcesContent":["/**\n * IndexedDB backend for {@link createChatHistoryStore}. Kept in its own module\n * so the localStorage fallback and the public factory stay within the per-file\n * size budget. Uses the raw IndexedDB API with tiny promise wrappers so no new\n * runtime dependency is pulled in.\n *\n * Every browser global is touched lazily from inside a function, never at module\n * load, so importing this file in a non-DOM environment (Node, SSR) never throws.\n */\n\nimport type { ChatBackend, PptxAiChatSummary, PptxAiStoredChat } from './chat-history-store';\nimport { toChatSummary } from './chat-history-store';\n\n/** Object store holding one record per chat, keyed by `id`. */\nexport const CHAT_STORE = 'chats';\n/** Index over the optional `deckId` key path, used for per-deck filtering. */\nconst DECK_INDEX = 'deckId';\n\n/** Resolve an `IDBRequest` to a promise. */\nfunction requestToPromise<T>(request: IDBRequest<T>): Promise<T> {\n\treturn new Promise<T>((resolve, reject) => {\n\t\trequest.onsuccess = () => resolve(request.result);\n\t\trequest.onerror = () => reject(request.error ?? new Error('IndexedDB request failed.'));\n\t});\n}\n\n/** Resolve when a transaction commits (or reject on error/abort). */\nfunction transactionDone(tx: IDBTransaction): Promise<void> {\n\treturn new Promise<void>((resolve, reject) => {\n\t\ttx.oncomplete = () => resolve();\n\t\ttx.onerror = () => reject(tx.error ?? new Error('IndexedDB transaction failed.'));\n\t\ttx.onabort = () => reject(tx.error ?? new Error('IndexedDB transaction aborted.'));\n\t});\n}\n\n/**\n * Open (and if needed create/upgrade) the chat database. Throws when there is no\n * `indexedDB` global so the caller can transparently fall back to localStorage.\n */\nexport function openChatDb(dbName: string): Promise<IDBDatabase> {\n\tconst idb = typeof indexedDB !== 'undefined' ? indexedDB : undefined;\n\tif (!idb) {\n\t\tthrow new Error('IndexedDB is not available in this environment.');\n\t}\n\treturn new Promise<IDBDatabase>((resolve, reject) => {\n\t\tconst open = idb.open(dbName, 1);\n\t\topen.onupgradeneeded = () => {\n\t\t\tconst db = open.result;\n\t\t\tif (!db.objectStoreNames.contains(CHAT_STORE)) {\n\t\t\t\tconst store = db.createObjectStore(CHAT_STORE, { keyPath: 'id' });\n\t\t\t\tstore.createIndex(DECK_INDEX, 'deckId', { unique: false });\n\t\t\t}\n\t\t};\n\t\topen.onsuccess = () => resolve(open.result);\n\t\topen.onerror = () => reject(open.error ?? new Error('Failed to open IndexedDB.'));\n\t\topen.onblocked = () => reject(new Error('IndexedDB open blocked by another connection.'));\n\t});\n}\n\n/** Read every stored chat (newest-first ordering is applied by the caller). */\nasync function readAll(db: IDBDatabase, deckId: string | undefined): Promise<PptxAiStoredChat[]> {\n\tconst tx = db.transaction(CHAT_STORE, 'readonly');\n\tconst store = tx.objectStore(CHAT_STORE);\n\tconst source =\n\t\tdeckId === undefined\n\t\t\t? store.getAll()\n\t\t\t: store.index(DECK_INDEX).getAll(IDBKeyRange.only(deckId));\n\tconst rows = await requestToPromise<PptxAiStoredChat[]>(source);\n\tawait transactionDone(tx);\n\treturn rows;\n}\n\n/** Create an IndexedDB-backed {@link ChatBackend}. */\nexport function createIdbBackend(db: IDBDatabase): ChatBackend {\n\treturn {\n\t\tasync list(deckId: string | undefined): Promise<PptxAiChatSummary[]> {\n\t\t\tconst rows = await readAll(db, deckId);\n\t\t\treturn rows.map(toChatSummary).sort((a, b) => b.updatedAt - a.updatedAt);\n\t\t},\n\t\tasync load(id: string): Promise<PptxAiStoredChat | null> {\n\t\t\tconst tx = db.transaction(CHAT_STORE, 'readonly');\n\t\t\tconst row = await requestToPromise<PptxAiStoredChat | undefined>(\n\t\t\t\ttx.objectStore(CHAT_STORE).get(id),\n\t\t\t);\n\t\t\tawait transactionDone(tx);\n\t\t\treturn row ?? null;\n\t\t},\n\t\tasync save(chat: PptxAiStoredChat): Promise<void> {\n\t\t\tconst tx = db.transaction(CHAT_STORE, 'readwrite');\n\t\t\ttx.objectStore(CHAT_STORE).put(chat);\n\t\t\tawait transactionDone(tx);\n\t\t},\n\t\tasync remove(id: string): Promise<void> {\n\t\t\tconst tx = db.transaction(CHAT_STORE, 'readwrite');\n\t\t\ttx.objectStore(CHAT_STORE).delete(id);\n\t\t\tawait transactionDone(tx);\n\t\t},\n\t\tasync clear(deckId: string | undefined): Promise<void> {\n\t\t\tconst tx = db.transaction(CHAT_STORE, 'readwrite');\n\t\t\tconst store = tx.objectStore(CHAT_STORE);\n\t\t\tif (deckId === undefined) {\n\t\t\t\tstore.clear();\n\t\t\t} else {\n\t\t\t\tconst ids = await requestToPromise<IDBValidKey[]>(\n\t\t\t\t\tstore.index(DECK_INDEX).getAllKeys(IDBKeyRange.only(deckId)),\n\t\t\t\t);\n\t\t\t\tfor (const id of ids) {\n\t\t\t\t\tstore.delete(id);\n\t\t\t\t}\n\t\t\t}\n\t\t\tawait transactionDone(tx);\n\t\t},\n\t};\n}\n"],"names":[],"mappings":";;AAAA;;;;;;;;AAQG;AAKH;AACO,MAAM,UAAU,GAAG;AAC1B;AACA,MAAM,UAAU,GAAG,QAAQ;AAE3B;AACA,SAAS,gBAAgB,CAAI,OAAsB,EAAA;IAClD,OAAO,IAAI,OAAO,CAAI,CAAC,OAAO,EAAE,MAAM,KAAI;AACzC,QAAA,OAAO,CAAC,SAAS,GAAG,MAAM,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC;AACjD,QAAA,OAAO,CAAC,OAAO,GAAG,MAAM,MAAM,CAAC,OAAO,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,2BAA2B,CAAC,CAAC;AACxF,IAAA,CAAC,CAAC;AACH;AAEA;AACA,SAAS,eAAe,CAAC,EAAkB,EAAA;IAC1C,OAAO,IAAI,OAAO,CAAO,CAAC,OAAO,EAAE,MAAM,KAAI;QAC5C,EAAE,CAAC,UAAU,GAAG,MAAM,OAAO,EAAE;AAC/B,QAAA,EAAE,CAAC,OAAO,GAAG,MAAM,MAAM,CAAC,EAAE,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,+BAA+B,CAAC,CAAC;AACjF,QAAA,EAAE,CAAC,OAAO,GAAG,MAAM,MAAM,CAAC,EAAE,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,gCAAgC,CAAC,CAAC;AACnF,IAAA,CAAC,CAAC;AACH;AAEA;;;AAGG;AACG,SAAU,UAAU,CAAC,MAAc,EAAA;AACxC,IAAA,MAAM,GAAG,GAAG,OAAO,SAAS,KAAK,WAAW,GAAG,SAAS,GAAG,SAAS;IACpE,IAAI,CAAC,GAAG,EAAE;AACT,QAAA,MAAM,IAAI,KAAK,CAAC,iDAAiD,CAAC;IACnE;IACA,OAAO,IAAI,OAAO,CAAc,CAAC,OAAO,EAAE,MAAM,KAAI;QACnD,MAAM,IAAI,GAAG,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC;AAChC,QAAA,IAAI,CAAC,eAAe,GAAG,MAAK;AAC3B,YAAA,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM;YACtB,IAAI,CAAC,EAAE,CAAC,gBAAgB,CAAC,QAAQ,CAAC,UAAU,CAAC,EAAE;AAC9C,gBAAA,MAAM,KAAK,GAAG,EAAE,CAAC,iBAAiB,CAAC,UAAU,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AACjE,gBAAA,KAAK,CAAC,WAAW,CAAC,UAAU,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;YAC3D;AACD,QAAA,CAAC;AACD,QAAA,IAAI,CAAC,SAAS,GAAG,MAAM,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC;AAC3C,QAAA,IAAI,CAAC,OAAO,GAAG,MAAM,MAAM,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,KAAK,CAAC,2BAA2B,CAAC,CAAC;AACjF,QAAA,IAAI,CAAC,SAAS,GAAG,MAAM,MAAM,CAAC,IAAI,KAAK,CAAC,+CAA+C,CAAC,CAAC;AAC1F,IAAA,CAAC,CAAC;AACH;AAEA;AACA,eAAe,OAAO,CAAC,EAAe,EAAE,MAA0B,EAAA;IACjE,MAAM,EAAE,GAAG,EAAE,CAAC,WAAW,CAAC,UAAU,EAAE,UAAU,CAAC;IACjD,MAAM,KAAK,GAAG,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC;AACxC,IAAA,MAAM,MAAM,GACX,MAAM,KAAK;AACV,UAAE,KAAK,CAAC,MAAM;AACd,UAAE,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;AAC5D,IAAA,MAAM,IAAI,GAAG,MAAM,gBAAgB,CAAqB,MAAM,CAAC;AAC/D,IAAA,MAAM,eAAe,CAAC,EAAE,CAAC;AACzB,IAAA,OAAO,IAAI;AACZ;AAEA;AACM,SAAU,gBAAgB,CAAC,EAAe,EAAA;IAC/C,OAAO;QACN,MAAM,IAAI,CAAC,MAA0B,EAAA;YACpC,MAAM,IAAI,GAAG,MAAM,OAAO,CAAC,EAAE,EAAE,MAAM,CAAC;YACtC,OAAO,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,KAAK,CAAC,CAAC,SAAS,GAAG,CAAC,CAAC,SAAS,CAAC;QACzE,CAAC;QACD,MAAM,IAAI,CAAC,EAAU,EAAA;YACpB,MAAM,EAAE,GAAG,EAAE,CAAC,WAAW,CAAC,UAAU,EAAE,UAAU,CAAC;AACjD,YAAA,MAAM,GAAG,GAAG,MAAM,gBAAgB,CACjC,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAClC;AACD,YAAA,MAAM,eAAe,CAAC,EAAE,CAAC;YACzB,OAAO,GAAG,IAAI,IAAI;QACnB,CAAC;QACD,MAAM,IAAI,CAAC,IAAsB,EAAA;YAChC,MAAM,EAAE,GAAG,EAAE,CAAC,WAAW,CAAC,UAAU,EAAE,WAAW,CAAC;YAClD,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC;AACpC,YAAA,MAAM,eAAe,CAAC,EAAE,CAAC;QAC1B,CAAC;QACD,MAAM,MAAM,CAAC,EAAU,EAAA;YACtB,MAAM,EAAE,GAAG,EAAE,CAAC,WAAW,CAAC,UAAU,EAAE,WAAW,CAAC;YAClD,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC,MAAM,CAAC,EAAE,CAAC;AACrC,YAAA,MAAM,eAAe,CAAC,EAAE,CAAC;QAC1B,CAAC;QACD,MAAM,KAAK,CAAC,MAA0B,EAAA;YACrC,MAAM,EAAE,GAAG,EAAE,CAAC,WAAW,CAAC,UAAU,EAAE,WAAW,CAAC;YAClD,MAAM,KAAK,GAAG,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC;AACxC,YAAA,IAAI,MAAM,KAAK,SAAS,EAAE;gBACzB,KAAK,CAAC,KAAK,EAAE;YACd;iBAAO;gBACN,MAAM,GAAG,GAAG,MAAM,gBAAgB,CACjC,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,UAAU,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAC5D;AACD,gBAAA,KAAK,MAAM,EAAE,IAAI,GAAG,EAAE;AACrB,oBAAA,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC;gBACjB;YACD;AACA,YAAA,MAAM,eAAe,CAAC,EAAE,CAAC;QAC1B,CAAC;KACD;AACF;;"}
@@ -1 +1 @@
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- {"version":3,"file":"pptx-angular-viewer-index-BbiIOY_Y.mjs","sources":["../../src/internal/shared-src/smartart-3d/text-texture.ts","../../src/internal/shared-src/smartart-3d/meshes.ts","../../src/internal/shared-src/smartart-3d/scene.ts","../../src/internal/shared-src/smartart-3d/index.ts"],"sourcesContent":["/**\n * Three.js SmartArt renderer - front-face text textures.\n *\n * Renders a node label onto an offscreen 2D canvas and wraps it as a\n * `THREE.CanvasTexture`, sized to sit on the extruded block's front face. Text\n * is word-wrapped and auto-shrunk to fit the node footprint. Returns `null` in\n * non-DOM environments (SSR / unit tests).\n */\n\nimport { CanvasTexture, LinearFilter, RepeatWrapping, SRGBColorSpace } from 'three';\n\n/** A built label texture plus the world-space plane size it should fill. */\nexport interface SmartArtTextTexture {\n\ttexture: CanvasTexture;\n\t/** Plane width in world (layout-pixel) units. */\n\tworldWidth: number;\n\t/** Plane height in world units. */\n\tworldHeight: number;\n}\n\n/** Supersampling factor for crisp text at oblique camera angles. */\nconst SUPERSAMPLE = 4;\n/** Fraction of the footprint the text plane occupies (inset padding). */\nconst FILL = 0.86;\n\n/** Greedily word-wrap `text` to lines that fit `maxWidth` at the given font. */\nfunction wrapLines(ctx: CanvasRenderingContext2D, text: string, maxWidth: number): string[] {\n\tconst words = text.split(/\\s+/u).filter(Boolean);\n\tif (words.length === 0) {\n\t\treturn [];\n\t}\n\tconst lines: string[] = [];\n\tlet line = words[0];\n\tfor (let i = 1; i < words.length; i++) {\n\t\tconst candidate = `${line} ${words[i]}`;\n\t\tif (ctx.measureText(candidate).width <= maxWidth) {\n\t\t\tline = candidate;\n\t\t} else {\n\t\t\tlines.push(line);\n\t\t\tline = words[i];\n\t\t}\n\t}\n\tlines.push(line);\n\treturn lines;\n}\n\n/**\n * Build a label texture for a node's front face.\n *\n * @param text Label text.\n * @param color CSS colour for the text.\n * @param fontSize Requested font size in layout pixels.\n * @param footW Node footprint width (layout pixels).\n * @param footH Node footprint height (layout pixels).\n * @returns The texture + plane size, or `null` when no DOM / empty text.\n */\nexport function makeTextTexture(\n\ttext: string,\n\tcolor: string,\n\tfontSize: number,\n\tfootW: number,\n\tfootH: number,\n): SmartArtTextTexture | null {\n\tif (typeof document === 'undefined' || !text.trim() || footW <= 0 || footH <= 0) {\n\t\treturn null;\n\t}\n\n\tconst worldWidth = footW * FILL;\n\tconst worldHeight = footH * FILL;\n\tconst canvas = document.createElement('canvas');\n\tcanvas.width = Math.max(8, Math.round(worldWidth * SUPERSAMPLE));\n\tcanvas.height = Math.max(8, Math.round(worldHeight * SUPERSAMPLE));\n\tconst ctx = canvas.getContext('2d');\n\tif (!ctx) {\n\t\treturn null;\n\t}\n\n\tconst family = 'system-ui, -apple-system, Segoe UI, Roboto, sans-serif';\n\tconst maxTextWidth = canvas.width * 0.94;\n\n\t// Shrink the font until the wrapped block fits the canvas height.\n\tlet px = Math.max(6, fontSize) * SUPERSAMPLE;\n\tlet lines: string[] = [];\n\tfor (let attempt = 0; attempt < 12; attempt++) {\n\t\tctx.font = `600 ${px}px ${family}`;\n\t\tlines = wrapLines(ctx, text, maxTextWidth);\n\t\tconst lineHeight = px * 1.2;\n\t\tif (lines.length * lineHeight <= canvas.height * 0.96 || px <= 6 * SUPERSAMPLE) {\n\t\t\tbreak;\n\t\t}\n\t\tpx *= 0.88;\n\t}\n\n\tctx.clearRect(0, 0, canvas.width, canvas.height);\n\tctx.fillStyle = color;\n\tctx.textAlign = 'center';\n\tctx.textBaseline = 'middle';\n\tctx.font = `600 ${px}px ${family}`;\n\tconst lineHeight = px * 1.2;\n\tconst blockHeight = lines.length * lineHeight;\n\tconst startY = canvas.height / 2 - blockHeight / 2 + lineHeight / 2;\n\tfor (let i = 0; i < lines.length; i++) {\n\t\tctx.fillText(lines[i], canvas.width / 2, startY + i * lineHeight);\n\t}\n\n\tconst texture = new CanvasTexture(canvas);\n\ttexture.colorSpace = SRGBColorSpace;\n\ttexture.minFilter = LinearFilter;\n\ttexture.magFilter = LinearFilter;\n\t// Disable GPU-side flip: WebGL2 does not allow UNPACK_FLIP_Y_WEBGL for\n\t// texImage3D targets (depth buffers, LUTs, shadow maps). Leaving flipY=true\n\t// (the Three.js default) pollutes the global pixel-store state and causes\n\t// \"INVALID_OPERATION: texImage3D: FLIP_Y or PREMULTIPLY_ALPHA isn't allowed\"\n\t// errors. Compensate in UV space instead.\n\ttexture.flipY = false;\n\ttexture.premultiplyAlpha = false;\n\ttexture.wrapT = RepeatWrapping;\n\ttexture.repeat.set(1, -1);\n\ttexture.offset.set(0, 1);\n\ttexture.needsUpdate = true;\n\n\treturn { texture, worldWidth, worldHeight };\n}\n","/**\n * Three.js SmartArt renderer - mesh-group construction.\n *\n * Turns a pure {@link SmartArt3DModel} into a `THREE.Group` of extruded blocks\n * (with bevels, edge outlines, and front-face text planes) plus connector\n * lines. All allocated GPU resources are tracked so the caller can dispose them\n * deterministically.\n */\n\nimport {\n\tBufferGeometry,\n\tColor,\n\tEdgesGeometry,\n\tEuler,\n\tExtrudeGeometry,\n\tGroup,\n\tLine,\n\tLineBasicMaterial,\n\tLineSegments,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshStandardMaterial,\n\tPlaneGeometry,\n\tShape,\n\tVector3,\n} from 'three';\n\nimport type { SmartArt3DMesh, SmartArt3DModel } from '../render/smartart-3d-types';\nimport { makeTextTexture } from './text-texture';\n\n/** A disposable GPU resource (geometry, material, or texture). */\ninterface Disposable {\n\tdispose: () => void;\n}\n\n/** A built mesh group plus its teardown hook. */\nexport interface BuiltMeshGroup {\n\tgroup: Group;\n\tdispose: () => void;\n}\n\n/** Build the extruded geometry for one node. */\nfunction extrudeGeometry(m: SmartArt3DMesh): ExtrudeGeometry {\n\tconst shape = new Shape();\n\tm.outline.forEach((p, i) => {\n\t\tif (i === 0) {\n\t\t\tshape.moveTo(p.x, p.y);\n\t\t} else {\n\t\t\tshape.lineTo(p.x, p.y);\n\t\t}\n\t});\n\tshape.closePath();\n\n\tconst bevelEnabled = m.bevel > 0;\n\treturn new ExtrudeGeometry(shape, {\n\t\tdepth: m.depth,\n\t\tbevelEnabled,\n\t\tbevelThickness: m.bevel,\n\t\tbevelSize: m.bevel,\n\t\tbevelSegments: 2,\n\t\tcurveSegments: m.rounded ? 24 : 1,\n\t\tsteps: 1,\n\t});\n}\n\n/** Add the extruded block + edge outline for one node to the group. */\nfunction addBlock(group: Group, disposables: Disposable[], m: SmartArt3DMesh): ExtrudeGeometry {\n\tconst geo = extrudeGeometry(m);\n\tconst material = new MeshStandardMaterial({\n\t\tcolor: new Color(m.fill),\n\t\tmetalness: 0.12,\n\t\troughness: 0.52,\n\t\ttransparent: m.opacity < 1,\n\t\topacity: m.opacity,\n\t});\n\tconst mesh = new Mesh(geo, material);\n\tmesh.position.set(m.position.x, m.position.y, m.position.z);\n\tmesh.rotation.set(m.rotation.x, m.rotation.y, m.rotation.z);\n\tgroup.add(mesh);\n\tdisposables.push(geo, material);\n\n\tif (m.strokeWidth > 0) {\n\t\tconst edges = new EdgesGeometry(geo, 30);\n\t\tconst lineMaterial = new LineBasicMaterial({ color: new Color(m.stroke) });\n\t\tconst line = new LineSegments(edges, lineMaterial);\n\t\tline.position.copy(mesh.position);\n\t\tline.rotation.copy(mesh.rotation);\n\t\tgroup.add(line);\n\t\tdisposables.push(edges, lineMaterial);\n\t}\n\treturn geo;\n}\n\n/** Add a front-face text plane for one node, if it has a label. */\nfunction addLabel(group: Group, disposables: Disposable[], m: SmartArt3DMesh): void {\n\tif (!m.text) {\n\t\treturn;\n\t}\n\tconst tex = makeTextTexture(m.text, m.textColor, m.fontSize, m.halfWidth * 2, m.halfHeight * 2);\n\tif (!tex) {\n\t\treturn;\n\t}\n\tconst planeGeo = new PlaneGeometry(tex.worldWidth, tex.worldHeight);\n\tconst planeMaterial = new MeshBasicMaterial({\n\t\tmap: tex.texture,\n\t\ttransparent: true,\n\t\tdepthWrite: false,\n\t});\n\tconst plane = new Mesh(planeGeo, planeMaterial);\n\t// Float just past the front (+z) face, clearing any bevel, following the\n\t// mesh's rotation so the label sits flat on the (possibly rotated) face.\n\tconst euler = new Euler(m.rotation.x, m.rotation.y, m.rotation.z);\n\tconst offset = new Vector3(0, 0, m.depth + m.bevel + 0.4).applyEuler(euler);\n\tplane.position.set(m.position.x + offset.x, m.position.y + offset.y, m.position.z + offset.z);\n\tplane.rotation.copy(euler);\n\tgroup.add(plane);\n\tdisposables.push(planeGeo, planeMaterial, tex.texture);\n}\n\n/** Add a connector poly-line on the base plane. */\nfunction addConnectors(group: Group, disposables: Disposable[], model: SmartArt3DModel): void {\n\tfor (const c of model.connectors) {\n\t\tif (c.points.length < 2) {\n\t\t\tcontinue;\n\t\t}\n\t\tconst geo = new BufferGeometry().setFromPoints(c.points.map((p) => new Vector3(p.x, p.y, p.z)));\n\t\tconst material = new LineBasicMaterial({\n\t\t\tcolor: new Color(c.color),\n\t\t\ttransparent: true,\n\t\t\topacity: 0.7,\n\t\t});\n\t\tgroup.add(new Line(geo, material));\n\t\tdisposables.push(geo, material);\n\t}\n}\n\n/**\n * Build a `THREE.Group` for a SmartArt 3D model. The group is centred on the\n * origin (the model positions already are); callers add it to the scene.\n */\nexport function buildMeshGroup(model: SmartArt3DModel): BuiltMeshGroup {\n\tconst group = new Group();\n\tconst disposables: Disposable[] = [];\n\n\tfor (const m of model.meshes) {\n\t\taddBlock(group, disposables, m);\n\t\taddLabel(group, disposables, m);\n\t}\n\taddConnectors(group, disposables, model);\n\n\treturn {\n\t\tgroup,\n\t\tdispose() {\n\t\t\tfor (const d of disposables) {\n\t\t\t\td.dispose();\n\t\t\t}\n\t\t},\n\t};\n}\n","/**\n * Three.js SmartArt renderer - vanilla scene runtime.\n *\n * Frames a {@link SmartArt3DModel} in a WebGL scene (lights, perspective\n * camera, optional OrbitControls, render loop) on a caller-provided canvas.\n * Pure vanilla three.js - no framework code - so the React, Vue, and Angular\n * bindings all mount it through a thin canvas wrapper. `three` is imported here\n * only; this module lives behind the `pptx-viewer-shared/smartart-3d` subpath so\n * it is lazily loaded and `three` stays an optional dependency.\n */\n\nimport {\n\tAmbientLight,\n\tColor,\n\tDirectionalLight,\n\tPerspectiveCamera,\n\tScene,\n\tWebGLRenderer,\n} from 'three';\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\nimport type { SmartArt3DModel } from '../render/smartart-3d-types';\nimport { buildMeshGroup } from './meshes';\n\n/** Tunables for the mounted 3D view. */\nexport interface SmartArt3DViewOptions {\n\t/** Enable OrbitControls (rotate/zoom). Default `false`. */\n\tinteractive?: boolean;\n\t/** Slowly auto-rotate the model. Default `false`. */\n\tautoRotate?: boolean;\n\t/** Solid background colour `#rrggbb`; omit for transparent. */\n\tbackground?: string;\n\t/** Device pixel-ratio cap. Default `2`. */\n\tmaxPixelRatio?: number;\n}\n\n/** Imperative handle to a mounted SmartArt 3D view. */\nexport interface SmartArt3DHandle {\n\t/** Resize the renderer + camera to new pixel dimensions. */\n\tresize: (width: number, height: number) => void;\n\t/** Toggle interactive orbit controls at runtime. */\n\tsetInteractive: (on: boolean) => void;\n\t/** Tear down the renderer, controls, and all GPU resources. */\n\tdispose: () => void;\n}\n\nconst FOV = 42;\n\n/** A bounding sphere of the 3D content (centre + radius). */\ninterface ContentSphere {\n\tcx: number;\n\tcy: number;\n\tcz: number;\n\tradius: number;\n}\n\n/** Bounding sphere of all meshes (expanded by footprint/depth) + connectors. */\nfunction contentSphere(model: SmartArt3DModel): ContentSphere {\n\tlet minX = Infinity;\n\tlet minY = Infinity;\n\tlet minZ = Infinity;\n\tlet maxX = -Infinity;\n\tlet maxY = -Infinity;\n\tlet maxZ = -Infinity;\n\tconst expand = (x: number, y: number, z: number, r: number): void => {\n\t\tminX = Math.min(minX, x - r);\n\t\tminY = Math.min(minY, y - r);\n\t\tminZ = Math.min(minZ, z - r);\n\t\tmaxX = Math.max(maxX, x + r);\n\t\tmaxY = Math.max(maxY, y + r);\n\t\tmaxZ = Math.max(maxZ, z + r);\n\t};\n\tfor (const m of model.meshes) {\n\t\tconst r = Math.max(m.halfWidth, m.halfHeight) + m.depth + m.bevel;\n\t\texpand(m.position.x, m.position.y, m.position.z, r);\n\t}\n\tfor (const c of model.connectors) {\n\t\tfor (const p of c.points) {\n\t\t\texpand(p.x, p.y, p.z, 1);\n\t\t}\n\t}\n\tif (!Number.isFinite(minX)) {\n\t\tconst fallback = Math.max(model.bounds.width, model.bounds.height) / 2 || 1;\n\t\treturn { cx: 0, cy: 0, cz: 0, radius: fallback };\n\t}\n\treturn {\n\t\tcx: (minX + maxX) / 2,\n\t\tcy: (minY + maxY) / 2,\n\t\tcz: (minZ + maxZ) / 2,\n\t\tradius: 0.5 * Math.hypot(maxX - minX, maxY - minY, maxZ - minZ) || 1,\n\t};\n}\n\n/** Camera distance that frames a bounding sphere of `radius` at the given FOV. */\nfunction frameDistance(radius: number, aspect: number): number {\n\tconst vFov = (FOV * Math.PI) / 180;\n\tconst hFov = 2 * Math.atan(Math.tan(vFov / 2) * aspect);\n\tconst minFov = Math.min(vFov, hFov);\n\treturn (radius / Math.sin(minFov / 2)) * 1.1;\n}\n\n/**\n * Mount a SmartArt 3D model onto a canvas and start rendering.\n *\n * @returns a handle for resizing, toggling interactivity, and disposal.\n */\nexport function mountSmartArt3D(\n\tcanvas: HTMLCanvasElement,\n\tmodel: SmartArt3DModel,\n\twidth: number,\n\theight: number,\n\toptions: SmartArt3DViewOptions = {},\n): SmartArt3DHandle {\n\tconst renderer = new WebGLRenderer({ canvas, antialias: true, alpha: !options.background });\n\trenderer.setPixelRatio(\n\t\tMath.min(\n\t\t\ttypeof window === 'undefined' ? 1 : window.devicePixelRatio || 1,\n\t\t\toptions.maxPixelRatio ?? 2,\n\t\t),\n\t);\n\trenderer.setSize(width, height, false);\n\n\tconst scene = new Scene();\n\tif (options.background) {\n\t\tscene.background = new Color(options.background);\n\t}\n\n\tconst { cx, cy, cz, radius } = contentSphere(model);\n\tconst aspect = width / Math.max(1, height);\n\tconst dist = frameDistance(radius, aspect);\n\n\tconst camera = new PerspectiveCamera(FOV, aspect, 0.1, dist * 8 + radius * 4);\n\t// A slight elevation + offset gives the extrusion/spatial depth a readable\n\t// three-quarter presence, framing the content's own centroid.\n\tcamera.position.set(cx + radius * 0.25, cy + radius * 0.3, cz + dist);\n\tcamera.lookAt(cx, cy, cz);\n\n\tscene.add(new AmbientLight(0xffffff, 0.62));\n\tconst key = new DirectionalLight(0xffffff, 0.95);\n\tkey.position.set(cx + radius, cy + radius * 1.4, cz + dist);\n\tscene.add(key);\n\tconst fill = new DirectionalLight(0xffffff, 0.3);\n\tfill.position.set(cx - radius, cy - radius * 0.6, cz + dist * 0.6);\n\tscene.add(fill);\n\n\tconst built = buildMeshGroup(model);\n\tscene.add(built.group);\n\n\tlet controls: OrbitControls | null = null;\n\tconst enableControls = (on: boolean): void => {\n\t\tif (on && !controls) {\n\t\t\tcontrols = new OrbitControls(camera, canvas);\n\t\t\tcontrols.enablePan = false;\n\t\t\tcontrols.target.set(cx, cy, cz);\n\t\t\tcontrols.minDistance = dist * 0.4;\n\t\t\tcontrols.maxDistance = dist * 3;\n\t\t\tcontrols.update();\n\t\t} else if (!on && controls) {\n\t\t\tcontrols.dispose();\n\t\t\tcontrols = null;\n\t\t}\n\t\tif (controls) {\n\t\t\tcontrols.autoRotate = Boolean(options.autoRotate);\n\t\t\tcontrols.autoRotateSpeed = 1.2;\n\t\t}\n\t};\n\tenableControls(Boolean(options.interactive));\n\n\tlet frame = 0;\n\tlet disposed = false;\n\tconst renderLoop = (): void => {\n\t\tif (disposed) {\n\t\t\treturn;\n\t\t}\n\t\tframe = requestAnimationFrame(renderLoop);\n\t\tcontrols?.update();\n\t\trenderer.render(scene, camera);\n\t};\n\tframe = requestAnimationFrame(renderLoop);\n\n\treturn {\n\t\tresize(w: number, h: number) {\n\t\t\tcamera.aspect = w / Math.max(1, h);\n\t\t\tcamera.updateProjectionMatrix();\n\t\t\trenderer.setSize(w, h, false);\n\t\t},\n\t\tsetInteractive(on: boolean) {\n\t\t\tenableControls(on);\n\t\t},\n\t\tdispose() {\n\t\t\tdisposed = true;\n\t\t\tcancelAnimationFrame(frame);\n\t\t\tcontrols?.dispose();\n\t\t\tbuilt.dispose();\n\t\t\trenderer.dispose();\n\t\t},\n\t};\n}\n","/**\n * `pptx-viewer-shared/smartart-3d` - vanilla three.js SmartArt scene runtime.\n *\n * Lazily imported by each binding's SmartArt 3D wrapper so `three` stays an\n * optional dependency: when it is not installed the dynamic import rejects and\n * the binding falls back to the SVG `SmartArtRenderer`. The pure model builder\n * (`buildSmartArt3DModel`) and its types live in the main barrel\n * (`pptx-viewer-shared`) and should be imported from there directly.\n */\n\nexport { mountSmartArt3D } from './scene';\nexport type { SmartArt3DHandle, SmartArt3DViewOptions } from './scene';\nexport type {\n\tSmartArt3DModel,\n\tSmartArt3DModelOptions,\n\tSmartArt3DMesh,\n\tSmartArt3DConnector,\n} from 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+ {"version":3,"file":"pptx-angular-viewer-index-BbiIOY_Y.mjs","sources":["../../src/internal/shared-src/smartart-3d/text-texture.ts","../../src/internal/shared-src/smartart-3d/meshes.ts","../../src/internal/shared-src/smartart-3d/scene.ts","../../src/internal/shared-src/smartart-3d/index.ts"],"sourcesContent":["/**\n * Three.js SmartArt renderer - front-face text textures.\n *\n * Renders a node label onto an offscreen 2D canvas and wraps it as a\n * `THREE.CanvasTexture`, sized to sit on the extruded block's front face. Text\n * is word-wrapped and auto-shrunk to fit the node footprint. Returns `null` in\n * non-DOM environments (SSR / unit tests).\n */\n\nimport { CanvasTexture, LinearFilter, RepeatWrapping, SRGBColorSpace } from 'three';\n\n/** A built label texture plus the world-space plane size it should fill. */\nexport interface SmartArtTextTexture {\n\ttexture: CanvasTexture;\n\t/** Plane width in world (layout-pixel) units. */\n\tworldWidth: number;\n\t/** Plane height in world units. */\n\tworldHeight: number;\n}\n\n/** Supersampling factor for crisp text at oblique camera angles. */\nconst SUPERSAMPLE = 4;\n/** Fraction of the footprint the text plane occupies (inset padding). */\nconst FILL = 0.86;\n\n/** Greedily word-wrap `text` to lines that fit `maxWidth` at the given font. */\nfunction wrapLines(ctx: CanvasRenderingContext2D, text: string, maxWidth: number): string[] {\n\tconst words = text.split(/\\s+/u).filter(Boolean);\n\tif (words.length === 0) {\n\t\treturn [];\n\t}\n\tconst lines: string[] = [];\n\tlet line = words[0];\n\tfor (let i = 1; i < words.length; i++) {\n\t\tconst candidate = `${line} ${words[i]}`;\n\t\tif (ctx.measureText(candidate).width <= maxWidth) {\n\t\t\tline = candidate;\n\t\t} else {\n\t\t\tlines.push(line);\n\t\t\tline = words[i];\n\t\t}\n\t}\n\tlines.push(line);\n\treturn lines;\n}\n\n/**\n * Build a label texture for a node's front face.\n *\n * @param text Label text.\n * @param color CSS colour for the text.\n * @param fontSize Requested font size in layout pixels.\n * @param footW Node footprint width (layout pixels).\n * @param footH Node footprint height (layout pixels).\n * @returns The texture + plane size, or `null` when no DOM / empty text.\n */\nexport function makeTextTexture(\n\ttext: string,\n\tcolor: string,\n\tfontSize: number,\n\tfootW: number,\n\tfootH: number,\n): SmartArtTextTexture | null {\n\tif (typeof document === 'undefined' || !text.trim() || footW <= 0 || footH <= 0) {\n\t\treturn null;\n\t}\n\n\tconst worldWidth = footW * FILL;\n\tconst worldHeight = footH * FILL;\n\tconst canvas = document.createElement('canvas');\n\tcanvas.width = Math.max(8, Math.round(worldWidth * SUPERSAMPLE));\n\tcanvas.height = Math.max(8, Math.round(worldHeight * SUPERSAMPLE));\n\tconst ctx = canvas.getContext('2d');\n\tif (!ctx) {\n\t\treturn null;\n\t}\n\n\tconst family = 'system-ui, -apple-system, Segoe UI, Roboto, sans-serif';\n\tconst maxTextWidth = canvas.width * 0.94;\n\n\t// Shrink the font until the wrapped block fits the canvas height.\n\tlet px = Math.max(6, fontSize) * SUPERSAMPLE;\n\tlet lines: string[] = [];\n\tfor (let attempt = 0; attempt < 12; attempt++) {\n\t\tctx.font = `600 ${px}px ${family}`;\n\t\tlines = wrapLines(ctx, text, maxTextWidth);\n\t\tconst lineHeight = px * 1.2;\n\t\tif (lines.length * lineHeight <= canvas.height * 0.96 || px <= 6 * SUPERSAMPLE) {\n\t\t\tbreak;\n\t\t}\n\t\tpx *= 0.88;\n\t}\n\n\tctx.clearRect(0, 0, canvas.width, canvas.height);\n\tctx.fillStyle = color;\n\tctx.textAlign = 'center';\n\tctx.textBaseline = 'middle';\n\tctx.font = `600 ${px}px ${family}`;\n\tconst lineHeight = px * 1.2;\n\tconst blockHeight = lines.length * lineHeight;\n\tconst startY = canvas.height / 2 - blockHeight / 2 + lineHeight / 2;\n\tfor (let i = 0; i < lines.length; i++) {\n\t\tctx.fillText(lines[i], canvas.width / 2, startY + i * lineHeight);\n\t}\n\n\tconst texture = new CanvasTexture(canvas);\n\ttexture.colorSpace = SRGBColorSpace;\n\ttexture.minFilter = LinearFilter;\n\ttexture.magFilter = LinearFilter;\n\t// Disable GPU-side flip: WebGL2 does not allow UNPACK_FLIP_Y_WEBGL for\n\t// texImage3D targets (depth buffers, LUTs, shadow maps). Leaving flipY=true\n\t// (the Three.js default) pollutes the global pixel-store state and causes\n\t// \"INVALID_OPERATION: texImage3D: FLIP_Y or PREMULTIPLY_ALPHA isn't allowed\"\n\t// errors. Compensate in UV space instead.\n\ttexture.flipY = false;\n\ttexture.premultiplyAlpha = false;\n\ttexture.wrapT = RepeatWrapping;\n\ttexture.repeat.set(1, -1);\n\ttexture.offset.set(0, 1);\n\ttexture.needsUpdate = true;\n\n\treturn { texture, worldWidth, worldHeight };\n}\n","/**\n * Three.js SmartArt renderer - mesh-group construction.\n *\n * Turns a pure {@link SmartArt3DModel} into a `THREE.Group` of extruded blocks\n * (with bevels, edge outlines, and front-face text planes) plus connector\n * lines. All allocated GPU resources are tracked so the caller can dispose them\n * deterministically.\n */\n\nimport {\n\tBufferGeometry,\n\tColor,\n\tEdgesGeometry,\n\tEuler,\n\tExtrudeGeometry,\n\tGroup,\n\tLine,\n\tLineBasicMaterial,\n\tLineSegments,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshStandardMaterial,\n\tPlaneGeometry,\n\tShape,\n\tVector3,\n} from 'three';\n\nimport type { SmartArt3DMesh, SmartArt3DModel } from '../render/smartart-3d-types';\nimport { makeTextTexture } from './text-texture';\n\n/** A disposable GPU resource (geometry, material, or texture). */\ninterface Disposable {\n\tdispose: () => void;\n}\n\n/** A built mesh group plus its teardown hook. */\nexport interface BuiltMeshGroup {\n\tgroup: Group;\n\tdispose: () => void;\n}\n\n/** Build the extruded geometry for one node. */\nfunction extrudeGeometry(m: SmartArt3DMesh): ExtrudeGeometry {\n\tconst shape = new Shape();\n\tm.outline.forEach((p, i) => {\n\t\tif (i === 0) {\n\t\t\tshape.moveTo(p.x, p.y);\n\t\t} else {\n\t\t\tshape.lineTo(p.x, p.y);\n\t\t}\n\t});\n\tshape.closePath();\n\n\tconst bevelEnabled = m.bevel > 0;\n\treturn new ExtrudeGeometry(shape, {\n\t\tdepth: m.depth,\n\t\tbevelEnabled,\n\t\tbevelThickness: m.bevel,\n\t\tbevelSize: m.bevel,\n\t\tbevelSegments: 2,\n\t\tcurveSegments: m.rounded ? 24 : 1,\n\t\tsteps: 1,\n\t});\n}\n\n/** Add the extruded block + edge outline for one node to the group. */\nfunction addBlock(group: Group, disposables: Disposable[], m: SmartArt3DMesh): ExtrudeGeometry {\n\tconst geo = extrudeGeometry(m);\n\tconst material = new MeshStandardMaterial({\n\t\tcolor: new Color(m.fill),\n\t\tmetalness: 0.12,\n\t\troughness: 0.52,\n\t\ttransparent: m.opacity < 1,\n\t\topacity: m.opacity,\n\t});\n\tconst mesh = new Mesh(geo, material);\n\tmesh.position.set(m.position.x, m.position.y, m.position.z);\n\tmesh.rotation.set(m.rotation.x, m.rotation.y, m.rotation.z);\n\tgroup.add(mesh);\n\tdisposables.push(geo, material);\n\n\tif (m.strokeWidth > 0) {\n\t\tconst edges = new EdgesGeometry(geo, 30);\n\t\tconst lineMaterial = new LineBasicMaterial({ color: new Color(m.stroke) });\n\t\tconst line = new LineSegments(edges, lineMaterial);\n\t\tline.position.copy(mesh.position);\n\t\tline.rotation.copy(mesh.rotation);\n\t\tgroup.add(line);\n\t\tdisposables.push(edges, lineMaterial);\n\t}\n\treturn geo;\n}\n\n/** Add a front-face text plane for one node, if it has a label. */\nfunction addLabel(group: Group, disposables: Disposable[], m: SmartArt3DMesh): void {\n\tif (!m.text) {\n\t\treturn;\n\t}\n\tconst tex = makeTextTexture(m.text, m.textColor, m.fontSize, m.halfWidth * 2, m.halfHeight * 2);\n\tif (!tex) {\n\t\treturn;\n\t}\n\tconst planeGeo = new PlaneGeometry(tex.worldWidth, tex.worldHeight);\n\tconst planeMaterial = new MeshBasicMaterial({\n\t\tmap: tex.texture,\n\t\ttransparent: true,\n\t\tdepthWrite: false,\n\t});\n\tconst plane = new Mesh(planeGeo, planeMaterial);\n\t// Float just past the front (+z) face, clearing any bevel, following the\n\t// mesh's rotation so the label sits flat on the (possibly rotated) face.\n\tconst euler = new Euler(m.rotation.x, m.rotation.y, m.rotation.z);\n\tconst offset = new Vector3(0, 0, m.depth + m.bevel + 0.4).applyEuler(euler);\n\tplane.position.set(m.position.x + offset.x, m.position.y + offset.y, m.position.z + offset.z);\n\tplane.rotation.copy(euler);\n\tgroup.add(plane);\n\tdisposables.push(planeGeo, planeMaterial, tex.texture);\n}\n\n/** Add a connector poly-line on the base plane. */\nfunction addConnectors(group: Group, disposables: Disposable[], model: SmartArt3DModel): void {\n\tfor (const c of model.connectors) {\n\t\tif (c.points.length < 2) {\n\t\t\tcontinue;\n\t\t}\n\t\tconst geo = new BufferGeometry().setFromPoints(c.points.map((p) => new Vector3(p.x, p.y, p.z)));\n\t\tconst material = new LineBasicMaterial({\n\t\t\tcolor: new Color(c.color),\n\t\t\ttransparent: true,\n\t\t\topacity: 0.7,\n\t\t});\n\t\tgroup.add(new Line(geo, material));\n\t\tdisposables.push(geo, material);\n\t}\n}\n\n/**\n * Build a `THREE.Group` for a SmartArt 3D model. The group is centred on the\n * origin (the model positions already are); callers add it to the scene.\n */\nexport function buildMeshGroup(model: SmartArt3DModel): BuiltMeshGroup {\n\tconst group = new Group();\n\tconst disposables: Disposable[] = [];\n\n\tfor (const m of model.meshes) {\n\t\taddBlock(group, disposables, m);\n\t\taddLabel(group, disposables, m);\n\t}\n\taddConnectors(group, disposables, model);\n\n\treturn {\n\t\tgroup,\n\t\tdispose() {\n\t\t\tfor (const d of disposables) {\n\t\t\t\td.dispose();\n\t\t\t}\n\t\t},\n\t};\n}\n","/**\n * Three.js SmartArt renderer - vanilla scene runtime.\n *\n * Frames a {@link SmartArt3DModel} in a WebGL scene (lights, perspective\n * camera, optional OrbitControls, render loop) on a caller-provided canvas.\n * Pure vanilla three.js - no framework code - so the React, Vue, and Angular\n * bindings all mount it through a thin canvas wrapper. `three` is imported here\n * only; this module lives behind the `pptx-viewer-shared/smartart-3d` subpath so\n * it is lazily loaded and `three` stays an optional dependency.\n */\n\nimport {\n\tAmbientLight,\n\tColor,\n\tDirectionalLight,\n\tPerspectiveCamera,\n\tScene,\n\tWebGLRenderer,\n} from 'three';\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\nimport type { SmartArt3DModel } from '../render/smartart-3d-types';\nimport { buildMeshGroup } from './meshes';\n\n/** Tunables for the mounted 3D view. */\nexport interface SmartArt3DViewOptions {\n\t/** Enable OrbitControls (rotate/zoom). Default `false`. */\n\tinteractive?: boolean;\n\t/** Slowly auto-rotate the model. Default `false`. */\n\tautoRotate?: boolean;\n\t/** Solid background colour `#rrggbb`; omit for transparent. */\n\tbackground?: string;\n\t/** Device pixel-ratio cap. Default `2`. */\n\tmaxPixelRatio?: number;\n}\n\n/** Imperative handle to a mounted SmartArt 3D view. */\nexport interface SmartArt3DHandle {\n\t/** Resize the renderer + camera to new pixel dimensions. */\n\tresize: (width: number, height: number) => void;\n\t/** Toggle interactive orbit controls at runtime. */\n\tsetInteractive: (on: boolean) => void;\n\t/** Tear down the renderer, controls, and all GPU resources. */\n\tdispose: () => void;\n}\n\nconst FOV = 42;\n\n/** A bounding sphere of the 3D content (centre + radius). */\ninterface ContentSphere {\n\tcx: number;\n\tcy: number;\n\tcz: number;\n\tradius: number;\n}\n\n/** Bounding sphere of all meshes (expanded by footprint/depth) + connectors. */\nfunction contentSphere(model: SmartArt3DModel): ContentSphere {\n\tlet minX = Infinity;\n\tlet minY = Infinity;\n\tlet minZ = Infinity;\n\tlet maxX = -Infinity;\n\tlet maxY = -Infinity;\n\tlet maxZ = -Infinity;\n\tconst expand = (x: number, y: number, z: number, r: number): void => {\n\t\tminX = Math.min(minX, x - r);\n\t\tminY = Math.min(minY, y - r);\n\t\tminZ = Math.min(minZ, z - r);\n\t\tmaxX = Math.max(maxX, x + r);\n\t\tmaxY = Math.max(maxY, y + r);\n\t\tmaxZ = Math.max(maxZ, z + r);\n\t};\n\tfor (const m of model.meshes) {\n\t\tconst r = Math.max(m.halfWidth, m.halfHeight) + m.depth + m.bevel;\n\t\texpand(m.position.x, m.position.y, m.position.z, r);\n\t}\n\tfor (const c of model.connectors) {\n\t\tfor (const p of c.points) {\n\t\t\texpand(p.x, p.y, p.z, 1);\n\t\t}\n\t}\n\tif (!Number.isFinite(minX)) {\n\t\tconst fallback = Math.max(model.bounds.width, model.bounds.height) / 2 || 1;\n\t\treturn { cx: 0, cy: 0, cz: 0, radius: fallback };\n\t}\n\treturn {\n\t\tcx: (minX + maxX) / 2,\n\t\tcy: (minY + maxY) / 2,\n\t\tcz: (minZ + maxZ) / 2,\n\t\tradius: 0.5 * Math.hypot(maxX - minX, maxY - minY, maxZ - minZ) || 1,\n\t};\n}\n\n/** Camera distance that frames a bounding sphere of `radius` at the given FOV. */\nfunction frameDistance(radius: number, aspect: number): number {\n\tconst vFov = (FOV * Math.PI) / 180;\n\tconst hFov = 2 * Math.atan(Math.tan(vFov / 2) * aspect);\n\tconst minFov = Math.min(vFov, hFov);\n\treturn (radius / Math.sin(minFov / 2)) * 1.1;\n}\n\n/**\n * Mount a SmartArt 3D model onto a canvas and start rendering.\n *\n * @returns a handle for resizing, toggling interactivity, and disposal.\n */\nexport function mountSmartArt3D(\n\tcanvas: HTMLCanvasElement,\n\tmodel: SmartArt3DModel,\n\twidth: number,\n\theight: number,\n\toptions: SmartArt3DViewOptions = {},\n): SmartArt3DHandle {\n\tconst renderer = new WebGLRenderer({ canvas, antialias: true, alpha: !options.background });\n\trenderer.setPixelRatio(\n\t\tMath.min(\n\t\t\ttypeof window === 'undefined' ? 1 : window.devicePixelRatio || 1,\n\t\t\toptions.maxPixelRatio ?? 2,\n\t\t),\n\t);\n\trenderer.setSize(width, height, false);\n\n\tconst scene = new Scene();\n\tif (options.background) {\n\t\tscene.background = new Color(options.background);\n\t}\n\n\tconst { cx, cy, cz, radius } = contentSphere(model);\n\tconst aspect = width / Math.max(1, height);\n\tconst dist = frameDistance(radius, aspect);\n\n\tconst camera = new PerspectiveCamera(FOV, aspect, 0.1, dist * 8 + radius * 4);\n\t// A slight elevation + offset gives the extrusion/spatial depth a readable\n\t// three-quarter presence, framing the content's own centroid.\n\tcamera.position.set(cx + radius * 0.25, cy + radius * 0.3, cz + dist);\n\tcamera.lookAt(cx, cy, cz);\n\n\tscene.add(new AmbientLight(0xffffff, 0.62));\n\tconst key = new DirectionalLight(0xffffff, 0.95);\n\tkey.position.set(cx + radius, cy + radius * 1.4, cz + dist);\n\tscene.add(key);\n\tconst fill = new DirectionalLight(0xffffff, 0.3);\n\tfill.position.set(cx - radius, cy - radius * 0.6, cz + dist * 0.6);\n\tscene.add(fill);\n\n\tconst built = buildMeshGroup(model);\n\tscene.add(built.group);\n\n\tlet controls: OrbitControls | null = null;\n\tconst enableControls = (on: boolean): void => {\n\t\tif (on && !controls) {\n\t\t\tcontrols = new OrbitControls(camera, canvas);\n\t\t\tcontrols.enablePan = false;\n\t\t\tcontrols.target.set(cx, cy, cz);\n\t\t\tcontrols.minDistance = dist * 0.4;\n\t\t\tcontrols.maxDistance = dist * 3;\n\t\t\tcontrols.update();\n\t\t} else if (!on && controls) {\n\t\t\tcontrols.dispose();\n\t\t\tcontrols = null;\n\t\t}\n\t\tif (controls) {\n\t\t\tcontrols.autoRotate = Boolean(options.autoRotate);\n\t\t\tcontrols.autoRotateSpeed = 1.2;\n\t\t}\n\t};\n\tenableControls(Boolean(options.interactive));\n\n\tlet frame = 0;\n\tlet disposed = false;\n\tconst renderLoop = (): void => {\n\t\tif (disposed) {\n\t\t\treturn;\n\t\t}\n\t\tframe = requestAnimationFrame(renderLoop);\n\t\tcontrols?.update();\n\t\trenderer.render(scene, camera);\n\t};\n\tframe = requestAnimationFrame(renderLoop);\n\n\treturn {\n\t\tresize(w: number, h: number) {\n\t\t\tcamera.aspect = w / Math.max(1, h);\n\t\t\tcamera.updateProjectionMatrix();\n\t\t\trenderer.setSize(w, h, false);\n\t\t},\n\t\tsetInteractive(on: boolean) {\n\t\t\tenableControls(on);\n\t\t},\n\t\tdispose() {\n\t\t\tdisposed = true;\n\t\t\tcancelAnimationFrame(frame);\n\t\t\tcontrols?.dispose();\n\t\t\tbuilt.dispose();\n\t\t\trenderer.dispose();\n\t\t},\n\t};\n}\n","/**\n * `pptx-viewer-shared/smartart-3d` - vanilla three.js SmartArt scene runtime.\n *\n * Lazily imported by each binding's SmartArt 3D wrapper so `three` stays an\n * optional dependency: when it is not installed the dynamic import rejects and\n * the binding falls back to the SVG `SmartArtRenderer`. The pure model builder\n * (`buildSmartArt3DModel`) and its types live in the main barrel\n * (`pptx-viewer-shared`) and should be imported from there directly.\n */\n\nexport { mountSmartArt3D } from './scene';\nexport type { SmartArt3DHandle, SmartArt3DViewOptions } from './scene';\nexport type {\n\tSmartArt3DModel,\n\tSmartArt3DModelOptions,\n\tSmartArt3DMesh,\n\tSmartArt3DConnector,\n} from 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