pptx-angular-viewer 4.1.5 → 4.2.0
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- package/CHANGELOG.md +12 -0
- package/fesm2022/pptx-angular-viewer-chart-3d-view-scene-Du6qe5j8.mjs +470 -0
- package/fesm2022/pptx-angular-viewer-chart-3d-view-scene-Du6qe5j8.mjs.map +1 -0
- package/fesm2022/{pptx-angular-viewer-chat-history-idb-C4yD1hu7.mjs → pptx-angular-viewer-chat-history-idb-CIvMcUXk.mjs} +2 -2
- package/fesm2022/{pptx-angular-viewer-chat-history-idb-C4yD1hu7.mjs.map → pptx-angular-viewer-chat-history-idb-CIvMcUXk.mjs.map} +1 -1
- package/fesm2022/{pptx-angular-viewer-pptx-angular-viewer-C8y9JiJx.mjs → pptx-angular-viewer-pptx-angular-viewer-D25mA21c.mjs} +4646 -3334
- package/fesm2022/{pptx-angular-viewer-pptx-angular-viewer-C8y9JiJx.mjs.map → pptx-angular-viewer-pptx-angular-viewer-D25mA21c.mjs.map} +1 -1
- package/fesm2022/pptx-angular-viewer-view-scene-C5oUG9yl.mjs +235 -0
- package/fesm2022/pptx-angular-viewer-view-scene-C5oUG9yl.mjs.map +1 -0
- package/fesm2022/pptx-angular-viewer.mjs +1 -1
- package/package.json +2 -2
- package/pptx-angular-viewer.css +1 -1
- package/types/pptx-angular-viewer.d.ts +868 -237
- package/types/pptx-angular-viewer.d.ts.map +1 -1
- package/fesm2022/pptx-angular-viewer-index-7b9uo9P2.mjs +0 -655
- package/fesm2022/pptx-angular-viewer-index-7b9uo9P2.mjs.map +0 -1
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{"version":3,"file":"pptx-angular-viewer-index-7b9uo9P2.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-camera.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\nimport type { TextStyleAnimationDescriptor } from '../render/animation-text-style-resolve';\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/** Resolve the canvas `font` string weight/style + effective colour for an optional emphasis override. */\nfunction resolveEmphasisFont(\n\tcolor: string,\n\temphasis: TextStyleAnimationDescriptor | undefined,\n): { weight: string; italic: string; color: string; scale: number } {\n\tconst weight = emphasis?.bold === undefined ? '600' : emphasis.bold ? '700' : '400';\n\tconst italic = emphasis?.italic ? 'italic ' : '';\n\tconst scale =\n\t\ttypeof emphasis?.fontScale === 'number' &&\n\t\tNumber.isFinite(emphasis.fontScale) &&\n\t\temphasis.fontScale > 0\n\t\t\t? emphasis.fontScale\n\t\t\t: 1;\n\treturn { weight, italic, color: emphasis?.color ?? color, scale };\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 * @param emphasis Active font-style emphasis override (bold/italic/underline/size/colour), if any.\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\temphasis?: TextStyleAnimationDescriptor,\n): SmartArtTextTexture | null {\n\tif (typeof document === 'undefined' || !text.trim() || footW <= 0 || footH <= 0) {\n\t\treturn null;\n\t}\n\n\tconst { weight, italic, color: effectiveColor, scale } = resolveEmphasisFont(color, emphasis);\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\tconst fontString = (px: number): string => `${italic}${weight} ${px}px ${family}`;\n\n\t// Shrink the font until the wrapped block fits the canvas height.\n\tlet px = Math.max(6, fontSize) * scale * SUPERSAMPLE;\n\tlet lines: string[] = [];\n\tfor (let attempt = 0; attempt < 12; attempt++) {\n\t\tctx.font = fontString(px);\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 = effectiveColor;\n\tctx.textAlign = 'center';\n\tctx.textBaseline = 'middle';\n\tctx.font = fontString(px);\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\tconst y = startY + i * lineHeight;\n\t\tctx.fillText(lines[i], canvas.width / 2, y);\n\t\tif (emphasis?.underline) {\n\t\t\tconst w = ctx.measureText(lines[i]).width;\n\t\t\tctx.strokeStyle = effectiveColor;\n\t\t\tctx.lineWidth = Math.max(1, px * 0.06);\n\t\t\tctx.beginPath();\n\t\t\tctx.moveTo(canvas.width / 2 - w / 2, y + px * 0.32);\n\t\t\tctx.lineTo(canvas.width / 2 + w / 2, y + px * 0.32);\n\t\t\tctx.stroke();\n\t\t}\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\tDoubleSide,\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 { TextStyleAnimationDescriptor } from '../render/animation-text-style-resolve';\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\t/**\n\t * Rebuild every node's label plane with a new font-style emphasis override\n\t * (or `undefined` to clear it) - the LABEL textures are baked into a canvas\n\t * (see `text-texture.ts`), so applying an emphasis change means disposing\n\t * and repainting them, unlike a CSS override on DOM text. Leaves the block\n\t * extrusions and connectors untouched.\n\t */\n\tsetTextStyle: (style: TextStyleAnimationDescriptor | undefined) => void;\n\t/**\n\t * Call `fn` once per currently-mounted label plane. `scene.ts`'s render\n\t * loop uses this to billboard every label toward the camera each frame\n\t * (see {@link buildMeshGroup}'s docs); iterating live (rather than a\n\t * snapshot array handed out once) means a plane rebuilt by\n\t * `setTextStyle` is picked up automatically.\n\t */\n\tforEachLabelPlane: (fn: (plane: Mesh) => void) => void;\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/** One node's currently-mounted label plane (or none), tracked for `setTextStyle` rebuilds. */\ninterface LabelEntry {\n\tnode: SmartArt3DMesh;\n\tplane: Mesh | null;\n\tdisposables: Disposable[];\n}\n\n/** Build a front-face text plane for one node, or `null` when it has no label / no DOM. */\nfunction buildLabelPlane(\n\tm: SmartArt3DMesh,\n\ttextStyle: TextStyleAnimationDescriptor | undefined,\n): { plane: Mesh; disposables: Disposable[] } | null {\n\tif (!m.text) {\n\t\treturn null;\n\t}\n\tconst tex = makeTextTexture(\n\t\tm.text,\n\t\tm.textColor,\n\t\tm.fontSize,\n\t\tm.halfWidth * 2,\n\t\tm.halfHeight * 2,\n\t\ttextStyle,\n\t);\n\tif (!tex) {\n\t\treturn null;\n\t}\n\tconst planeGeo = new PlaneGeometry(tex.worldWidth, tex.worldHeight);\n\t// Double-sided: spatial layouts (the cycle/radial carousel ring) rotate\n\t// roughly half the nodes so their front face points away from the\n\t// camera's default position. A single-sided (default `FrontSide`)\n\t// material culls that view entirely, so those nodes render with no\n\t// caption at all; double-siding keeps the label visible (mirrored, on\n\t// the far side) instead of vanishing. `scene.ts`'s render loop billboards\n\t// every plane toward the camera each frame, which overrides this initial\n\t// rotation once mounted (see `BuiltMeshGroup.forEachLabelPlane`); this\n\t// still matters for a caller that never renders a frame (tests) and as\n\t// the visible starting orientation before the first billboard update.\n\t// `depthTest: false` also matters once billboarded: the plane's offset\n\t// (below) clears the block along the block's OWN original facing\n\t// direction, which is not necessarily toward the camera once the plane\n\t// itself has been rotated to face the camera instead, so a depth-tested\n\t// plane could end up partially behind its own (or a neighbouring) node's\n\t// extrusion from the camera's actual angle. Skipping the depth test\n\t// keeps every caption drawn on top, which is the legible outcome we\n\t// want for a small, sparse set of node labels.\n\tconst planeMaterial = new MeshBasicMaterial({\n\t\tmap: tex.texture,\n\t\ttransparent: true,\n\t\tdepthWrite: false,\n\t\tdepthTest: false,\n\t\tside: DoubleSide,\n\t});\n\tconst plane = new Mesh(planeGeo, planeMaterial);\n\tplane.renderOrder = 1;\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\treturn { plane, disposables: [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/** Remove and dispose one label entry's current plane, if any. */\nfunction clearLabel(group: Group, entry: LabelEntry): void {\n\tif (entry.plane) {\n\t\tgroup.remove(entry.plane);\n\t}\n\tfor (const d of entry.disposables) {\n\t\td.dispose();\n\t}\n\tentry.plane = null;\n\tentry.disposables = [];\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 * `textStyle` is a font-style emphasis override applied to every node's\n * label (see {@link BuiltMeshGroup.setTextStyle}); emphasis is authored per\n * shape/animation-target, not per SmartArt node, so it applies uniformly.\n *\n * A label plane's *position* floats just off its node's own front (radially\n * outward, for a spatial/carousel arrangement) face, following the node's\n * rotation - but its *rotation* is left at that same face-following value\n * only as an initial default. `mountSmartArt3D`'s render loop re-orients\n * every plane toward the camera each frame via {@link BuiltMeshGroup.forEachLabelPlane}\n * (a Y-axis-only billboard, so captions stay upright and legible). Without\n * that, a node whose front face happens to point away from or across the\n * camera - unavoidable for roughly half of any ring/carousel arrangement -\n * would have an edge-on or backward-facing caption: `DoubleSide` (see\n * `buildLabelPlane`) fixes the \"backward\" case, but nothing short of facing\n * the plane at the camera fixes \"edge-on\".\n */\nexport function buildMeshGroup(\n\tmodel: SmartArt3DModel,\n\ttextStyle?: TextStyleAnimationDescriptor,\n): BuiltMeshGroup {\n\tconst group = new Group();\n\tconst blockDisposables: Disposable[] = [];\n\tconst labelEntries: LabelEntry[] = model.meshes.map((m) => {\n\t\taddBlock(group, blockDisposables, m);\n\t\tconst built = buildLabelPlane(m, textStyle);\n\t\tif (built) {\n\t\t\tgroup.add(built.plane);\n\t\t}\n\t\treturn { node: m, plane: built?.plane ?? null, disposables: built?.disposables ?? [] };\n\t});\n\taddConnectors(group, blockDisposables, model);\n\n\treturn {\n\t\tgroup,\n\t\tsetTextStyle(style) {\n\t\t\tfor (const entry of labelEntries) {\n\t\t\t\tclearLabel(group, entry);\n\t\t\t\tconst built = buildLabelPlane(entry.node, style);\n\t\t\t\tif (built) {\n\t\t\t\t\tgroup.add(built.plane);\n\t\t\t\t\tentry.plane = built.plane;\n\t\t\t\t\tentry.disposables = built.disposables;\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\tforEachLabelPlane(fn) {\n\t\t\tfor (const entry of labelEntries) {\n\t\t\t\tif (entry.plane) {\n\t\t\t\t\tfn(entry.plane);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\tdispose() {\n\t\t\tfor (const d of blockDisposables) {\n\t\t\t\td.dispose();\n\t\t\t}\n\t\t\tfor (const entry of labelEntries) {\n\t\t\t\tclearLabel(group, entry);\n\t\t\t}\n\t\t},\n\t};\n}\n","/**\n * Three.js SmartArt renderer - camera framing + label billboarding math.\n *\n * Pure geometry (no `three` rendering calls beyond the `Mesh`/`PerspectiveCamera`\n * types billboarding reads from) split out of `scene.ts` to keep that module\n * focused on mount/render-loop orchestration. Exported for unit tests\n * (`scene-camera.test.ts`); not part of the `pptx-viewer-shared/smartart-3d`\n * public subpath barrel (`index.ts`), which only re-exports `mountSmartArt3D`.\n */\n\nimport type { Mesh, PerspectiveCamera } from 'three';\n\nimport type { SmartArt3DMesh, SmartArt3DModel } from '../render/smartart-3d-types';\nimport type { BuiltMeshGroup } from './meshes';\n\n/** Vertical field of view (degrees) the mounted camera uses. */\nexport const FOV = 42;\n\n/** A bounding sphere of the 3D content (centre + radius) plus its axis-aligned half-extents. */\nexport interface ContentSphere {\n\tcx: number;\n\tcy: number;\n\tcz: number;\n\tradius: number;\n\t/** World-space half-extent of the content's AABB along X. */\n\thalfW: number;\n\t/** World-space half-extent of the content's AABB along Y. */\n\thalfH: number;\n\t/** World-space half-extent of the content's AABB along Z. */\n\thalfD: number;\n}\n\n/**\n * Expand a running world-space AABB (tracked via the six `min`/`max` closure\n * variables below) by an axis-aligned box centred at `(x, y, z)` with\n * per-axis half-extents `(rx, ry, rz)`.\n */\ntype BoundsExpander = (x: number, y: number, z: number, rx: number, ry: number, rz: number) => void;\n\n/**\n * Expand `bounds` by one mesh's true world-space footprint.\n *\n * Every mesh here only ever rotates about Y (see `applySpatialLayout`), so a\n * mesh's local box - footprint half-extents `(halfWidth, halfHeight)` in its\n * own XY plane, and an extrusion that spans local z from `0` to\n * `depth` (plus a small bevel overshoot on both ends) - can be exactly\n * reprojected into world X/Z with the standard rotated-box formula\n * (`|halfExtent * cos| + |otherHalfExtent * sin|` per axis). Using a single\n * scalar radius applied equally to every world axis (the previous approach)\n * conflated the footprint size with the much smaller extrusion depth,\n * wildly overstating a wide/flat node's extent along its through-face axis\n * and pushing the fit-to-frame camera far past where the content actually\n * needed it, so the whole diagram rendered tiny inside its frame.\n */\nfunction expandForMesh(expand: BoundsExpander, m: SmartArt3DMesh): void {\n\tconst hx = m.halfWidth + m.bevel;\n\tconst hy = m.halfHeight + m.bevel;\n\tconst hz = m.depth / 2 + m.bevel;\n\tconst midZ = m.position.z + m.depth / 2;\n\tconst cosY = Math.cos(m.rotation.y);\n\tconst sinY = Math.sin(m.rotation.y);\n\tconst worldHalfX = Math.abs(hx * cosY) + Math.abs(hz * sinY);\n\tconst worldHalfZ = Math.abs(hx * sinY) + Math.abs(hz * cosY);\n\texpand(m.position.x, m.position.y, midZ, worldHalfX, hy, worldHalfZ);\n}\n\n/** Bounding sphere of all meshes (rotation-aware) + connectors. */\nexport function 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: BoundsExpander = (x, y, z, rx, ry, rz) => {\n\t\tminX = Math.min(minX, x - rx);\n\t\tminY = Math.min(minY, y - ry);\n\t\tminZ = Math.min(minZ, z - rz);\n\t\tmaxX = Math.max(maxX, x + rx);\n\t\tmaxY = Math.max(maxY, y + ry);\n\t\tmaxZ = Math.max(maxZ, z + rz);\n\t};\n\tfor (const m of model.meshes) {\n\t\texpandForMesh(expand, m);\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, 1, 1);\n\t\t}\n\t}\n\tif (!Number.isFinite(minX)) {\n\t\tconst halfW = model.bounds.width / 2 || 1;\n\t\tconst halfH = model.bounds.height / 2 || 1;\n\t\tconst fallback = Math.max(halfW, halfH);\n\t\treturn { cx: 0, cy: 0, cz: 0, radius: fallback, halfW, halfH, halfD: 1 };\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\thalfW: (maxX - minX) / 2,\n\t\thalfH: (maxY - minY) / 2,\n\t\thalfD: (maxZ - minZ) / 2,\n\t};\n}\n\n/** Camera distance that frames a bounding sphere of `radius` at the given FOV. */\nexport function 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/** Fraction of the frame the content's projected box may occupy on its tightest axis. */\nconst FRAME_FILL = 0.92;\n\n/** The camera position for a given z-offset `dist`, plus the point it looks at. */\nexport interface CameraPlacement {\n\tposition: [number, number, number];\n\ttarget: [number, number, number];\n\t/** The z-offset the placement was derived from (OrbitControls distance limits scale from it). */\n\tdist: number;\n}\n\n/**\n * Place the camera in front of the content: a slight x offset + elevation\n * gives the extrusion/spatial depth a readable three-quarter presence while\n * framing the content's own centroid (`cameraElevation` picks the tilt).\n */\nexport function placeCamera(\n\tbounds: ContentSphere,\n\tfamily: SmartArt3DModel['family'],\n\tdist: number,\n): CameraPlacement {\n\tconst { cx, cy, cz, radius } = bounds;\n\tconst elevation = cameraElevation(family, radius, dist);\n\treturn {\n\t\tposition: [cx + radius * 0.25, cy + elevation, cz + dist],\n\t\ttarget: [cx, cy, cz],\n\t\tdist,\n\t};\n}\n\n/**\n * Largest ratio of a content-box corner's projected offset to the frame's\n * half-extent, seen from `placement`: `1` means the box exactly touches the\n * frame edge on its tightest axis, `>1` means it overflows. Corners behind\n * the camera count as infinitely overflowing.\n */\nfunction projectedFill(bounds: ContentSphere, placement: CameraPlacement, aspect: number): number {\n\tconst vFov = (FOV * Math.PI) / 180;\n\tconst tanV = Math.tan(vFov / 2);\n\tconst tanH = tanV * aspect;\n\tconst [px, py, pz] = placement.position;\n\tconst [tx, ty, tz] = placement.target;\n\t// Camera basis: forward toward the target, right = forward x worldUp, up = right x forward.\n\tlet fx = tx - px,\n\t\tfy = ty - py,\n\t\tfz = tz - pz;\n\tconst fl = Math.hypot(fx, fy, fz) || 1;\n\tfx /= fl;\n\tfy /= fl;\n\tfz /= fl;\n\tlet rx = -fz,\n\t\trz = fx;\n\tconst rl = Math.hypot(rx, rz) || 1;\n\trx /= rl;\n\trz /= rl;\n\tconst ux = -rz * fy,\n\t\tuy = rz * fx - rx * fz,\n\t\tuz = rx * fy;\n\tlet worst = 0;\n\tfor (const sx of [-1, 1]) {\n\t\tfor (const sy of [-1, 1]) {\n\t\t\tfor (const sz of [-1, 1]) {\n\t\t\t\tconst dx = bounds.cx + sx * bounds.halfW - px;\n\t\t\t\tconst dy = bounds.cy + sy * bounds.halfH - py;\n\t\t\t\tconst dz = bounds.cz + sz * bounds.halfD - pz;\n\t\t\t\tconst depth = dx * fx + dy * fy + dz * fz;\n\t\t\t\tif (depth <= 1e-6) {\n\t\t\t\t\treturn Infinity;\n\t\t\t\t}\n\t\t\t\tconst x = Math.abs(dx * rx + dz * rz) / (depth * tanH);\n\t\t\t\tconst y = Math.abs(dx * ux + dy * uy + dz * uz) / (depth * tanV);\n\t\t\t\tworst = Math.max(worst, x, y);\n\t\t\t}\n\t\t}\n\t}\n\treturn worst;\n}\n\n/**\n * Camera placement whose view fits the content's projected bounding BOX to\n * the frame (`FRAME_FILL` of the tightest axis).\n *\n * `frameDistance` fits the bounding SPHERE to the smaller field of view,\n * which is only tight for roughly cubic content: a wide, flat list diagram\n * (600 x 340 x 40) has a sphere nearly as wide as the diagram but the frame\n * is 1.76x wider than it is tall, so the sphere fit left the diagram at ~45%\n * of the frame width with its captions unreadably small. Starting from the\n * sphere fit, this re-projects the box's eight corners through the actual\n * (elevated, x-offset) camera and rescales the distance until the box just\n * fills the frame; the ratio is close to linear in `dist`, so a handful of\n * fixed-point steps converge.\n */\nexport function fitCamera(\n\tbounds: ContentSphere,\n\tfamily: SmartArt3DModel['family'],\n\taspect: number,\n): CameraPlacement {\n\tlet dist = frameDistance(bounds.radius, aspect);\n\tlet placement = placeCamera(bounds, family, dist);\n\tfor (let step = 0; step < 8; step++) {\n\t\tconst fill = projectedFill(bounds, placement, aspect);\n\t\tif (!Number.isFinite(fill)) {\n\t\t\tdist *= 2;\n\t\t} else {\n\t\t\tconst ratio = fill / FRAME_FILL;\n\t\t\tif (Math.abs(ratio - 1) < 0.01) {\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tdist *= ratio;\n\t\t}\n\t\tplacement = placeCamera(bounds, family, dist);\n\t}\n\treturn placement;\n}\n\n/** Elevation angle (degrees, above the content's own horizontal plane) for a near-overhead ring view. */\nconst CAROUSEL_ELEVATION_DEG = 34;\n\n/**\n * World-space Y offset for the camera above the content's own centroid.\n *\n * `cycleSpatial` (see `smartart-3d-spatial.ts`) flattens every node onto\n * `y = 0`, arranging them on a ring in the XZ plane. The default modest\n * elevation (a good three-quarter tilt for extruded-flat and receding-tree\n * content, which both keep real vertical extent) views that flat ring\n * almost edge-on: nodes on the far side of the ring sit almost directly\n * behind the near ones from the camera's angle, so the diagram reads as a\n * couple of overlapping shapes instead of the circle the 2D layout shows.\n * A steep, near-overhead elevation (expressed as a fixed angle, not a\n * fraction of `radius`, so it holds regardless of the radius/distance\n * ratio) opens the ring up into a readable circle, matching the 2D\n * cycle/radial layout's own top-down gestalt.\n */\nexport function cameraElevation(\n\tfamily: SmartArt3DModel['family'],\n\tradius: number,\n\tdist: number,\n): number {\n\tif (family === 'cycle' || family === 'radial') {\n\t\treturn dist * Math.tan((CAROUSEL_ELEVATION_DEG * Math.PI) / 180);\n\t}\n\treturn radius * 0.3;\n}\n\n/**\n * Y-axis-only billboard: rotate every label plane to face the camera's\n * current azimuth, keeping the plane vertical (so captions never tilt or\n * flip upside down).\n *\n * A label's position floats just off its node's own (possibly rotated,\n * possibly radially-outward-facing) front face, but a plane rotated to\n * match that face is only readable when the camera happens to be roughly\n * in front of it. For a spatial/carousel arrangement (`cycleSpatial`),\n * that is true for at most the ~180 degrees of the ring facing the\n * camera, and only good for reading text within roughly +/-45 degrees of\n * dead-on; nodes further round the ring go edge-on (near-zero projected\n * width; `DoubleSide` on the material does not help, since that only\n * fixes a plane facing directly away, not sideways) or fully backward.\n * Re-orienting the plane itself toward the camera, every frame (so this\n * keeps working through an interactive orbit), makes every node's caption\n * legible regardless of which way its underlying block happens to face.\n */\nexport function billboardLabels(built: BuiltMeshGroup, camera: PerspectiveCamera): void {\n\tbuilt.forEachLabelPlane((plane: Mesh) => {\n\t\tconst dx = camera.position.x - plane.position.x;\n\t\tconst dz = camera.position.z - plane.position.z;\n\t\tplane.rotation.set(0, Math.atan2(dx, dz), 0);\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 * Camera framing (`contentSphere`/`fitCamera`/`cameraElevation`) and label\n * billboarding (`billboardLabels`) are pure geometry, split out to\n * `scene-camera.ts` to keep this module focused on mount/render-loop\n * orchestration.\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 { TextStyleAnimationDescriptor } from '../render/animation-text-style-resolve';\nimport type { SmartArt3DModel } from '../render/smartart-3d-types';\nimport { buildMeshGroup } from './meshes';\nimport { billboardLabels, contentSphere, fitCamera, FOV } from './scene-camera';\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\t/** Active font-style emphasis override (bold/italic/underline/size/colour) for every node's caption. */\n\ttextStyle?: TextStyleAnimationDescriptor;\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/** Apply (or clear) a font-style emphasis override on every node's caption. */\n\tsetTextStyle: (style: TextStyleAnimationDescriptor | undefined) => void;\n\t/** Tear down the renderer, controls, and all GPU resources. */\n\tdispose: () => void;\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 bounds = contentSphere(model);\n\tconst { cx, cy, cz, radius } = bounds;\n\tconst aspect = width / Math.max(1, height);\n\t// Fit the content's projected bounding box (not just its sphere) to the\n\t// frame; see `fitCamera` for why the sphere fit alone left wide, flat\n\t// diagrams tiny.\n\tconst placement = fitCamera(bounds, model.family, aspect);\n\tconst { dist } = placement;\n\n\tconst camera = new PerspectiveCamera(FOV, aspect, 0.1, dist * 8 + radius * 4);\n\tcamera.position.set(...placement.position);\n\tcamera.lookAt(...placement.target);\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, options.textStyle);\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\tbillboardLabels(built, camera);\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\tsetTextStyle(style: TextStyleAnimationDescriptor | undefined) {\n\t\t\tbuilt.setTextStyle(style);\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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