Place compositions in scenes and play them from behaviors (#417)

A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.

- A composition is placeable with its own symbol, transform and render
  layer. The scene view shows its picture at frame 0. A click on that
  picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
  when it begins, with the id <placement>~<item>. On start and the
  other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
  World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
  Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
  event On composition finished. They were planned for step 4 but come
  now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
  writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
  nested ids too.
- Compositions get no "Sort with parent" for now.

Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-12 07:06:33 +02:00
1 parent 73e675835e
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@@ -436,6 +436,40 @@ export function materializeInstance(
}));
}
/**
* The id the object at `path` below `ownerId` has – one level deeper when the owner is content
* itself, so the content of `q~a` is `q~a/b`, the id a template path through nested containers gives.
*/
export function contentId(ownerId: string, path: string): string {
const split = splitInstanceId(ownerId);
return split
? instanceChildId(split.instanceId, `${split.path}${PATH_SEP}${path}`)
: instanceChildId(ownerId, path);
}
/**
* `object` as `id` below `parentId`, followed by its container content with the ids below that one –
* how a composition puts its objects into a scene (#417). Copies, free to be stored and written to.
*/
export function placedWithContent(
project: Project,
object: SceneObject,
id: string,
parentId: string,
): SceneObject[] {
const rename = (at: string) => (at === object.id ? id : contentId(id, at.slice(object.id.length + 1)));
const { groupId: _, ...top } = object;
return resolveObjects(project, { objects: [{ ...top, parentId: '' }] }).map((o) => ({
...o,
id: rename(o.id),
parentId: o.id === object.id ? parentId : rename(o.parentId),
position: { ...o.position },
editorOffset: { ...o.editorOffset },
overrides: { ...o.overrides },
instanceEdits: {},
}));
}
/**
* Spells out every live instance of the holder. The runtime needs it: entities are built from
* stored objects, and a behavior may destroy or move one of them – which a resolved copy could