aurea-eden 1.43.1 → 1.44.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md
CHANGED
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@@ -72,6 +72,8 @@ Aurea EDEN addresses this gap.
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| **Value Bars** | Animate 3D data columns atop elements in ANALYZE mode — color-coded per slot |
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| **Multiple Bars** | Elements can carry 1–N side-by-side bars, independently normalized per slot |
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| **Active Task Badges** | Gold/silver animated 3D star badges for my-task / other-task process states |
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| **Native Auto-Layout** | Robust 2-pass BFS topology engine with support for geometric user overrides |
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| **Headless Graphs** | Decoupled semantics allow instantiating and exporting zero-coordinate edges natively |
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| **Method Chaining API** | Fluent, composable API: `.addTask().positionRightOf().addValueBar()...` |
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| **BPMN Import** | Parse BPMN 2.0 XML and render it as a live 3D diagram |
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| **Vue Component** | Drop-in `<AureaEdenBpmnDiagram>` component for Vue 3 / Vuetify apps |
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@@ -294,6 +296,25 @@ Connection point identifiers: `'N'`, `'S'`, `'E'`, `'W'` (and their full-name eq
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---
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### Auto-Layout (Topology Engine)
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Aurea EDEN features a powerful, fully-native multi-pass rendering engine that eliminates the need for manual `.positionRightOf()` boilerplate when handling complex logical graphs.
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```javascript
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// 1. Pass the unpositioned, arbitrary topology
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// 2. Provide an optional array of manual visual overrides
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diagram.autoLayout([
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{ elementId: 'task_3', placementCommand: 'positionUpOf', relativeToId: 'task_2' }
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]);
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```
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* **Pass 1:** Cleanses manual alignment drift and reorganizes the logical graph using a mathematically pure Breadth-First-Search (BFS) parallel lane strategy.
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* **Pass 2:** Automatically executes a Topological Depth-First-Search (DFS) sort across your explicit visual `overrides` array, safely applying them without creating dependency cycles.
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* **Pass 3:** Scans the finished scene and resolves any remaining physical AABB overlaps through geometric physics sweeps.
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> **Note:** The semantic connection framework is fully decoupled from visual geometry. This means you can flawlessly instantiate hundreds of zero-coordinate sequence edges "headlessly" without breaking the engine, and then perfectly reorganize them later with a single `.autoLayout()` call!
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---
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### Value Bars (ANALYZE mode)
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Value bars are 3D columns that rise from elements when the diagram is in `ANALYZE` mode. Each element can have **one or more** bars placed side-by-side (element width is divided equally).
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package/dist/bpmn-diagram.es.js
CHANGED
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@@ -60421,7 +60421,7 @@ SPREAD LOG: Target ${nodeId} Port ${basePort}`);
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return text.replace(/\n/g, "\\n").replace(/'/g, "\\'");
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}
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}
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const version = "1.
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const version = "1.44.0";
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var Easing = Object.freeze({
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Linear: Object.freeze({
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None: function(amount) {
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@@ -64618,9 +64618,17 @@ class RoundedCornerOrthogonalConnectorShape extends Shape2 {
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const width = lineWidth / 2;
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const color = Colors.ELEMENT_STROKE;
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const extrudeSettings = ExtrusionParameters$1;
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let pathLength = 0;
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if (connectorPoints && connectorPoints.length >= 2) {
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for (let i3 = 1; i3 < connectorPoints.length; i3++) {
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pathLength += Math.sqrt(
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Math.pow(connectorPoints[i3].x - connectorPoints[i3 - 1].x, 2) + Math.pow(connectorPoints[i3].y - connectorPoints[i3 - 1].y, 2)
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);
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}
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}
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if (!connectorPoints || connectorPoints.length < 2 || pathLength < 1e-3) {
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super(new BufferGeometry(), new DiagramEditMaterial(color));
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this.points = [];
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this.points = connectorPoints || [];
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return;
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}
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var connectorShape = new Shape$1();
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@@ -65320,6 +65328,11 @@ class StraightDottedConnectorShape extends Shape2 {
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const gapLength = radius * 6;
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const direction = new Vector2().subVectors(p2, p1);
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const totalLength = direction.length();
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if (totalLength < 1e-3) {
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super(new BufferGeometry(), new DiagramEditMaterial(color));
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this.points = connectorPoints || [];
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return;
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}
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direction.normalize();
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const shapes = [];
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let currentDist = 0;
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