Files
feuerwerk/src/core/model/instance.ts
T
adminandClaude Opus 5.5 0334d2508d 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>
2026-10-12 07:06:33 +02:00

488 lines
18 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* A placed container's content is resolved from its template on every read. Per-instance changes live
* in sparse `instanceEdits` keyed by template-id path; derived ids `<instance>~<path>` are never stored.
*/
import type { ContainerAsset } from './Asset';
import { groupedOrder, type ObjectTree } from './hierarchy';
import {
type Axis,
type Position,
type PropertyBag,
type PropertyValue,
sameValue,
setBagValue,
type Vec2,
} from './Properties';
import { findAssetOf, type ObjectHolder, objectHolders, type Project } from './Project';
import type { SceneObject } from './SceneObject';
/** Neither character can occur inside an id (see `newId`), so a derived id parses back uniquely. */
const ID_SEP = '~';
const PATH_SEP = '/';
/** A container inside a container inside … – the same guard `instantiate` needs against cycles. */
const MAX_NESTING = 8;
const AXES: readonly Axis[] = ['x', 'y', 'z'];
/** Sparse deviations of one resolved object; everything absent follows the template. */
export interface InstanceEdit {
name?: string;
position: Partial<Record<Axis, number>>;
editorOffset?: Vec2;
overrides: PropertyBag;
}
export function emptyEdit(): InstanceEdit {
return { position: {}, overrides: {} };
}
export function isEmptyEdit(edit: InstanceEdit): boolean {
return (
edit.name === undefined &&
edit.editorOffset === undefined &&
Object.keys(edit.position).length === 0 &&
Object.keys(edit.overrides).length === 0
);
}
function copyEdit(edit: InstanceEdit): InstanceEdit {
return {
...(edit.name === undefined ? {} : { name: edit.name }),
...(edit.editorOffset === undefined ? {} : { editorOffset: { ...edit.editorOffset } }),
position: { ...edit.position },
overrides: { ...edit.overrides },
};
}
/** The outer edit wins per field and per key; anything it leaves out keeps the inner value. */
function mergeEdits(
inner: InstanceEdit | undefined,
outer: InstanceEdit | undefined,
): InstanceEdit | undefined {
if (!inner) return outer;
if (!outer) return inner;
return {
name: outer.name ?? inner.name,
editorOffset: outer.editorOffset ?? inner.editorOffset,
position: { ...inner.position, ...outer.position },
overrides: { ...inner.overrides, ...outer.overrides },
};
}
function containerAssetOf(project: Project, object: SceneObject): ContainerAsset | undefined {
return findAssetOf(project, object.assetId, 'container');
}
/**
* The placed containers still showing their template, with the asset behind each. Content spelled
* out in the holder means the instance was unpacked (or baked for a play run) and is an ordinary
* parent from then on.
*/
function liveInstances(project: Project, holder: ObjectTree): Map<SceneObject, ContainerAsset> {
const parents = new Set(holder.objects.map((o) => o.parentId));
const live = new Map<SceneObject, ContainerAsset>();
for (const object of holder.objects) {
if (parents.has(object.id)) continue;
const asset = containerAssetOf(project, object);
if (asset) live.set(object, asset);
}
return live;
}
export function isLiveInstance(project: Project, holder: ObjectTree, object: SceneObject): boolean {
return liveInstances(project, holder).has(object);
}
export function instanceChildId(instanceId: string, path: string): string {
return `${instanceId}${ID_SEP}${path}`;
}
/** Splits a derived id back into the instance it belongs to and the template path below it. */
export function splitInstanceId(id: string): { instanceId: string; path: string } | undefined {
const at = id.indexOf(ID_SEP);
if (at < 0) return undefined;
return { instanceId: id.slice(0, at), path: id.slice(at + 1) };
}
/** The template path an id of a holder's own view stands for once the holder is placed: `q~x` → `q/x`. */
export function pathOfId(id: string): string {
return id.replace(ID_SEP, PATH_SEP);
}
/** The id a holder's own view gives the object at a template path: `q/x` → `q~x`. */
export function idOfPath(path: string): string {
return path.replace(PATH_SEP, ID_SEP);
}
/**
* Whether the object is only resolved from a template rather than stored in the holder. The
* question is where it lives, not what its id looks like: unpacking keeps the derived id – so the
* selection and the running game survive it – and the object is an ordinary one from then on.
*/
export function isTemplateContent(holder: ObjectTree, objectId: string): boolean {
return !holder.objects.some((o) => o.id === objectId);
}
function resolveChild(
template: SceneObject,
edit: InstanceEdit | undefined,
id: string,
parentId: string,
): SceneObject {
const position = { ...template.position };
for (const axis of AXES) {
const own = edit?.position[axis];
if (own !== undefined) position[axis] = own;
}
return {
id,
assetId: template.assetId,
name: edit?.name ?? template.name,
position,
editorOffset: edit?.editorOffset ? { ...edit.editorOffset } : { x: 0, y: 0 },
overrides: { ...template.overrides, ...edit?.overrides },
parentId,
instanceEdits: {},
};
}
function expand(
project: Project,
asset: ContainerAsset,
instanceId: string,
prefix: string,
editAt: (path: string) => InstanceEdit | undefined,
rootParentId: string,
depth: number,
out: SceneObject[],
): void {
// In the order the template lists its top level, groups together, so equal `z` ties the same way.
for (const template of groupedOrder(asset.objects)) {
const path = prefix ? `${prefix}${PATH_SEP}${template.id}` : template.id;
const id = instanceChildId(instanceId, path);
const parentId = template.parentId
? instanceChildId(instanceId, prefix ? `${prefix}${PATH_SEP}${template.parentId}` : template.parentId)
: rootParentId;
out.push(resolveChild(template, editAt(path), id, parentId));
const nested = containerAssetOf(project, template);
const spelledOut = asset.objects.some((o) => o.parentId === template.id);
if (!nested || spelledOut || depth >= MAX_NESTING) continue;
// The template object's own edits are the base, the outer instance's edits sit on top of them.
// `editAt` always takes the full path; the base is keyed relative to the nested container.
const own = template.instanceEdits;
const below = (full: string) => mergeEdits(own[full.slice(path.length + 1)], editAt(full));
expand(project, nested, instanceId, path, below, id, depth + 1, out);
}
}
/**
* The holder's objects with the content of every live container instance woven in. Stored objects
* are passed through by reference – only instance content is freshly built and must not be written
* to (see `objectRef`). Without a live instance the stored list is returned unchanged.
*/
export function resolveObjects(project: Project, holder: ObjectTree): SceneObject[] {
const live = liveInstances(project, holder);
if (live.size === 0) return holder.objects;
const out: SceneObject[] = [];
for (const object of holder.objects) {
out.push(object);
const asset = live.get(object);
if (asset) expand(project, asset, object.id, '', (p) => object.instanceEdits[p], object.id, 0, out);
}
return out;
}
/** The holder with its resolved objects – a read-only view for anything that walks the tree. */
export function resolvedHolder(project: Project, holder: ObjectHolder): ObjectHolder {
const objects = resolveObjects(project, holder);
return objects === holder.objects ? holder : { ...holder, objects };
}
export interface InstanceTarget {
/** The stored container object the edits live on. */
instance: SceneObject;
path: string;
/** The container asset that declares `template` – the one to open to change it for good. */
asset: ContainerAsset;
template: SceneObject;
/**
* The template with the edits of every container in between woven in – this, not `template`, decides
* whether an edit deviates. Built fresh on every read, since "apply" writes into `template` first.
*/
readonly base: SceneObject;
}
/** Where a derived id points: the instance holding the edits, and the template object behind it. */
export function instanceTargetOf(
project: Project,
holder: ObjectTree,
objectId: string,
): InstanceTarget | undefined {
if (!isTemplateContent(holder, objectId)) return undefined;
const split = splitInstanceId(objectId);
const instance = split && holder.objects.find((o) => o.id === split.instanceId);
if (!split || !instance) return undefined;
const segments = split.path.split(PATH_SEP);
let asset = containerAssetOf(project, instance);
let template: SceneObject | undefined;
// Each container on the way holds edits for what lies below it, keyed relative to itself.
const between: { holder: SceneObject; key: string }[] = [];
for (const [index, segment] of segments.entries()) {
const next = template ? containerAssetOf(project, template) : asset;
if (!next) return undefined;
asset = next;
template = next.objects.find((t) => t.id === segment);
if (!template) return undefined;
if (index < segments.length - 1)
between.push({ holder: template, key: segments.slice(index + 1).join(PATH_SEP) });
}
if (!asset || !template) return undefined;
const leaf = template;
return {
instance,
path: split.path,
asset,
template: leaf,
get base() {
let edit: InstanceEdit | undefined;
// Outermost wins, as in `expand`: it sits closest to the instance being edited.
for (let i = between.length - 1; i >= 0; i--)
edit = mergeEdits(edit, between[i]!.holder.instanceEdits[between[i]!.key]);
return resolveChild(leaf, edit, leaf.id, leaf.parentId);
},
};
}
/**
* Read/write access to a placed object, whether it is stored in the holder or resolved from a
* container template. `object` is the current state either way; the setters keep an instance edit
* to exactly what deviates from the template, so a value put back to the template's follows again.
*/
export interface ObjectRef {
readonly object: SceneObject;
/** The instance edits belong to, undefined for a stored object. */
readonly target: InstanceTarget | undefined;
setName(name: string): void;
setPosition(position: Position): void;
setEditorOffset(offset: Vec2): void;
setOverride(key: string, value: PropertyValue | undefined): void;
}
function editOf(target: InstanceTarget): InstanceEdit {
const existing = target.instance.instanceEdits[target.path];
if (existing) return existing;
const edit = emptyEdit();
target.instance.instanceEdits[target.path] = edit;
return edit;
}
function prune(target: InstanceTarget): void {
const edit = target.instance.instanceEdits[target.path];
if (edit && isEmptyEdit(edit)) delete target.instance.instanceEdits[target.path];
}
function instanceRef(target: InstanceTarget, object: SceneObject): ObjectRef {
const write = (mutate: (edit: InstanceEdit) => void): void => {
mutate(editOf(target));
prune(target);
};
return {
object,
target,
setName: (name) =>
write((edit) => {
if (name === target.base.name) delete edit.name;
else edit.name = name;
}),
setPosition: (position) =>
write((edit) => {
for (const axis of AXES) {
if (position[axis] === target.base.position[axis]) delete edit.position[axis];
else edit.position[axis] = position[axis];
}
}),
setEditorOffset: (offset) =>
write((edit) => {
if (offset.x === 0 && offset.y === 0) delete edit.editorOffset;
else edit.editorOffset = { x: offset.x, y: offset.y };
}),
setOverride: (key, value) =>
write((edit) => {
if (sameValue(value, target.base.overrides[key])) delete edit.overrides[key];
else setBagValue(edit.overrides, key, value);
}),
};
}
function storedRef(object: SceneObject): ObjectRef {
return {
object,
target: undefined,
setName: (name) => {
object.name = name;
},
setPosition: (position) => {
object.position = { ...position };
},
setEditorOffset: (offset) => {
object.editorOffset = { x: offset.x, y: offset.y };
},
setOverride: (key, value) => setBagValue(object.overrides, key, value),
};
}
export function objectRef(project: Project, holder: ObjectTree, objectId: string): ObjectRef | undefined {
const stored = holder.objects.find((o) => o.id === objectId);
if (stored) return storedRef(stored);
const target = instanceTargetOf(project, holder, objectId);
const object = resolveObjects(project, holder).find((o) => o.id === objectId);
return target && object ? instanceRef(target, object) : undefined;
}
/** Everything a value edit can change, snapshotted so a command can put it back exactly. */
export type ObjectMemo =
| {
kind: 'stored';
object: SceneObject;
name: string;
position: Position;
editorOffset: Vec2;
overrides: PropertyBag;
}
| { kind: 'edit'; instance: SceneObject; path: string; edit: InstanceEdit | undefined };
export function captureObject(ref: ObjectRef): ObjectMemo {
if (ref.target) {
const edit = ref.target.instance.instanceEdits[ref.target.path];
return {
kind: 'edit',
instance: ref.target.instance,
path: ref.target.path,
edit: edit && copyEdit(edit),
};
}
const { object } = ref;
return {
kind: 'stored',
object,
name: object.name,
position: { ...object.position },
editorOffset: { ...object.editorOffset },
overrides: { ...object.overrides },
};
}
export function restoreObject(memo: ObjectMemo): void {
if (memo.kind === 'edit') {
if (memo.edit) memo.instance.instanceEdits[memo.path] = copyEdit(memo.edit);
else delete memo.instance.instanceEdits[memo.path];
return;
}
memo.object.name = memo.name;
memo.object.position = { ...memo.position };
memo.object.editorOffset = { ...memo.editorOffset };
memo.object.overrides = { ...memo.overrides };
}
/**
* One sparse override bag with the asset whose schema governs it: a placed object's own, or a container
* instance's edits for its content. Project-wide rewrites must cover both or they miss container content.
*/
export interface OverrideSite {
holder: ObjectHolder;
/** The stored object the bag lives on – the placed object itself, or the container instance. */
object: SceneObject;
/** Template path inside `object`; empty when the bag is the object's own overrides. */
path: string;
assetId: string;
bag: PropertyBag;
}
export function overrideSites(project: Project, wanted: (assetId: string) => boolean): OverrideSite[] {
const sites: OverrideSite[] = [];
for (const holder of objectHolders(project)) {
for (const object of holder.objects) {
if (wanted(object.assetId))
sites.push({ holder, object, path: '', assetId: object.assetId, bag: object.overrides });
for (const [path, edit] of Object.entries(object.instanceEdits)) {
const target = instanceTargetOf(project, holder, instanceChildId(object.id, path));
if (target && wanted(target.template.assetId))
sites.push({ holder, object, path, assetId: target.template.assetId, bag: edit.overrides });
}
}
}
return sites;
}
/**
* The resolved content of an instance as objects that can be stored. The derived ids are kept:
* they are unique already, and anything pointing at one – the selection, a running game, a check
* script – keeps working across the unpack.
*/
export function materializeInstance(
project: Project,
holder: ObjectTree,
instance: SceneObject,
): SceneObject[] {
return resolveObjects(project, holder)
.filter((o) => splitInstanceId(o.id)?.instanceId === instance.id)
.map((o) => ({
...o,
position: { ...o.position },
editorOffset: { ...o.editorOffset },
overrides: { ...o.overrides },
instanceEdits: {},
}));
}
/**
* 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
* not remember. Returns true when something was written.
*/
export function bakeInstances(project: Project, holder: ObjectTree): boolean {
const parents = new Set(holder.objects.map((o) => o.parentId));
const live = holder.objects.filter((o) => !parents.has(o.id) && containerAssetOf(project, o) !== undefined);
if (live.length === 0) return false;
for (const instance of live) {
holder.objects.push(...materializeInstance(project, holder, instance));
instance.instanceEdits = {};
}
return true;
}