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 @@ export const ASSET_GROUPS: Record<AssetType, { name: string; category: AssetCate
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pixelart: { name: 'Pixel art', category: 'Visuals' },
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palette: { name: 'Palette', category: 'Visuals' },
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animation: { name: 'Animation', category: 'Visuals' },
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composition: { name: 'Composition', category: 'Visuals' },
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tile: { name: 'Tile', category: 'Visuals' },
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tilemap: { name: 'Tilemap', category: 'Visuals' },
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shader: { name: 'Shader', category: 'Visuals' },
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@@ -9,6 +9,7 @@ import bus from './icons/bus.svg?raw';
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import camera from './icons/camera.svg?raw';
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import clip from './icons/clip.svg?raw';
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import collider from './icons/collider.svg?raw';
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import composition from './icons/composition.svg?raw';
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import container from './icons/container.svg?raw';
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import curve from './icons/curve.svg?raw';
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import font from './icons/font.svg?raw';
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@@ -48,6 +49,7 @@ export const ASSET_ICON_SVG: Record<AssetType, string> = {
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camera,
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clip,
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collider,
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composition,
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container,
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curve,
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font,
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@@ -0,0 +1,9 @@
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="-8 -8 16 16" width="16" height="16">
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<!-- A cut on two tracks: items in lanes, and the playhead running through a gap between them. -->
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<rect x="-7" y="-4" width="5.75" height="3.5" rx="0.6" fill="currentColor" />
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<rect x="1.25" y="-4" width="5.75" height="3.5" rx="0.6" fill="currentColor" />
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<rect x="-7" y="1.5" width="5.75" height="3.5" rx="0.6" fill="currentColor" fill-opacity="0.6" />
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<rect x="1.25" y="1.5" width="4" height="3.5" rx="0.6" fill="currentColor" fill-opacity="0.6" />
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<path d="M0 -5.5 V7" fill="none" stroke="currentColor" stroke-width="1" />
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<path d="M-1.75 -7.5 H1.75 L0 -5.25 Z" fill="currentColor" />
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</svg>
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After Width: | Height: | Size: 696 B |
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