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>
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@@ -1,6 +1,7 @@
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import { isHandleEnabled, worldTransformOf } from '../core/graph';
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import { type AssetType, isSymbolType } from '../core/model/AssetTypes';
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import { treeOrder } from '../core/model/hierarchy';
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import { placedPicture } from '../core/model/composition';
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import { resolvedHolder } from '../core/model/instance';
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import type { Mat } from '../core/model/matrix';
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import type { PropertyBag } from '../core/model/Properties';
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@@ -79,6 +80,8 @@ export interface DrawItem {
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clip: ClipRegion | null;
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/** The render layer it is on, its parents' choice included (#302): which cameras see it. */
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renderLayer: number;
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/** Part of what a placed composition shows (#417): the placement, which a click on it selects. */
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sealedIn?: string;
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}
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interface DrawList {
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@@ -200,16 +203,29 @@ function wearsPicture(type: AssetType): boolean {
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* A scene or a container template, in tree order – the tie-break for equal `z` – at the editor
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* positions, with the content of placed containers resolved in. A container has no background of
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* its own, so it keeps the fallback. `run` is the editor run on that scene: the tiles its behaviors
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* set are shown on the maps, though they never reach the model (#135).
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* set are shown on the maps, though they never reach the model (#135). A placed composition shows
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* its first frame (#417) unless `pictures` is off – in play mode, where its items are objects of the
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* run itself.
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*/
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export function collectHolderItems(
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project: Project,
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holder: ObjectHolder | undefined,
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fallbackBackground: number,
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run: World | null = null,
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pictures = true,
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): DrawList {
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if (!holder) return { items: [], background: fallbackBackground };
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const view = resolvedHolder(project, holder);
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const resolved = resolvedHolder(project, holder);
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const sealed = new Map<string, string>();
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const shown = pictures
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? resolved.objects.flatMap((placement) => {
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const comp = findAssetOf(project, placement.assetId, 'composition');
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const picture = comp ? placedPicture(project, comp, placement.id) : [];
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for (const o of picture) sealed.set(o.id, placement.id);
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return picture;
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})
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: [];
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const view = shown.length > 0 ? { ...resolved, objects: [...resolved.objects, ...shown] } : resolved;
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const items: DrawItem[] = [];
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for (const { object } of treeOrder(view)) {
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const asset = findAsset(project, object.assetId);
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@@ -240,6 +256,7 @@ export function collectHolderItems(
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frame: asset.type === 'collider' ? colliderFrame(project, props) : null,
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clip: null,
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renderLayer: 0,
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...(sealed.has(object.id) && { sealedIn: sealed.get(object.id) }),
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});
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}
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const byId = new Map(items.map((i) => [i.id, i]));
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@@ -16,7 +16,8 @@ export interface PointerHit {
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* What lies under the pointer, front to back as it is drawn (#203). A tilemap counts only where
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* one of its layers has a tile, and at the height of the highest such layer: an empty cell is
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* empty space, and a sprite drawn above those layers is in front of the map. Symbols are drawn
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* above everything, so they come first.
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* above everything, so they come first. What a placed composition shows answers as the placement,
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* once, where its frontmost part lies (#417).
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*/
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export function stackAt(items: readonly DrawItem[], hits: readonly PointerHit[]): string[] {
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const rank = new Map<string, number>();
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@@ -35,7 +36,8 @@ export function stackAt(items: readonly DrawItem[], hits: readonly PointerHit[])
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const best = Math.max(-1, ...ranks);
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if (best >= 0) ranked.push({ id: hit.id, rank: best });
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}
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return ranked.sort((a, b) => b.rank - a.rank).map((r) => r.id);
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const ids = ranked.sort((a, b) => b.rank - a.rank).map((r) => items[index.get(r.id)!]!.sealedIn ?? r.id);
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return [...new Set(ids)];
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}
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/**
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@@ -8,18 +8,20 @@ import { drawSvg, haloSvg, Theme } from '../ui';
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import behavior from '../editor/panels/icons/behavior.svg?raw';
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import camera from '../editor/panels/icons/camera.svg?raw';
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import collider from '../editor/panels/icons/collider.svg?raw';
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import composition from '../editor/panels/icons/composition.svg?raw';
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import container from '../editor/panels/icons/container.svg?raw';
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import joint from '../editor/panels/icons/joint.svg?raw';
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import particles from '../editor/panels/icons/particles.svg?raw';
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import rigidbody from '../editor/panels/icons/rigidbody.svg?raw';
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export type SymbolIcon =
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'behavior' | 'camera' | 'collider' | 'container' | 'joint' | 'particles' | 'rigidbody';
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'behavior' | 'camera' | 'collider' | 'composition' | 'container' | 'joint' | 'particles' | 'rigidbody';
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export const SYMBOL_SVG: Record<SymbolIcon, string> = {
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behavior,
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camera,
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collider,
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composition,
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container,
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joint,
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particles,
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@@ -174,6 +174,7 @@ export function drawItem(
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return;
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case 'behavior':
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case 'container':
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case 'composition':
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case 'rigidbody':
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case 'joint':
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return;
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