Add the composition asset with its tracks, items and clips (#417)
A composition is a timeline of scene objects for cuts and cutscenes. This first step brings the model and the pure evaluation behind it. The tab and placing it in a scene follow in the next steps. - CompositionAsset holds objects, tracks, items and clips. Each item owns exactly one object with overrides and container edits. - The composition is a third object holder next to scene and container. Delete cascade, undo, usages and references work with it. - Duplicating gives the copy new object ids and moves the item ids along with them. - compositionAt() tells which items live at a frame. The top track is drawn in front. - A clip acts on the item of its own track that it overlaps. After its end it holds the last value until the item ends. The animation's play mode is ignored, a clip is one pass. - Clip targets are found by template path, else by name path, like the runtime's animation system. - The root sprite of an item plays its video driven at offset plus time. Children follow unless they are already driven by hand. - fittedLength() gives the video or clip length minus the offset, or 3 s without media. - fps (60) and loop live in their own properties file. Keeping them in PropertySchema would close an import cycle. - The type is listed under Visuals with its own icon. It is not placeable yet. Tests: the gate passed with 300 files and 4625 tests. That is 25 new tests in tests/core/composition.test.ts and 2 icon checks that run for every icon. Four counter-checks (track order, overlap rule, child videos, ids on duplicate) each turned exactly their test red. e2e 04 passed with 67 checks and now counts 33 asset types. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -23,6 +23,7 @@ import {
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} from './kinds';
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import { findAssetOf, type Project } from '../model/Project';
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import { ALL_LAYERS, COLLIDES_WITH_KEY, COLLISION_LAYER_KEY } from '../model/collisionLayers';
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import { COMPOSITION_FPS_KEY, COMPOSITION_LOOP_KEY, DEFAULT_COMPOSITION_FPS } from './compositions';
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import { INHERIT_LAYER, OVERLAY_KEY, RENDER_LAYER_KEY, SEES_KEY } from '../model/renderLayers';
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import {
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TILE_BOUNCINESS_KEY,
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@@ -597,6 +598,21 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
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],
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},
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],
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// Tracks, items and clips are intrinsic data on the asset (see CompositionAsset). Whole frames
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// per second, so a cut lands on a frame.
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composition: [
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{
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key: COMPOSITION_FPS_KEY,
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label: 'Frames per second',
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kind: 'number',
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default: DEFAULT_COMPOSITION_FPS,
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min: 1,
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max: 120,
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step: 1,
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decimals: 0,
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},
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{ key: COMPOSITION_LOOP_KEY, label: 'Loop', kind: 'boolean', default: false },
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],
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// The pictures are intrinsic data on the asset (see TileAsset); these three say what the
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// block holds and how its steps run. There is no tile size: the block's width in tiles is known
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// from the kind, so the picture already says it (see `readTile`). A new tile is a plain one; the
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