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feuerwerk/src/core/model/Asset.ts
T
rootandClaude Opus 5 35a1a23af8 Add a Texture tab for defining frames
A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets
frames be drawn on it: drag to create, move, resize via eight handles, edit
name and rect in the inspector, Delete to remove. Every change is a command,
so one gesture is one undo step. "Slice..." cuts a grid from columns and rows
with optional offset and spacing, previewing the resulting frame count and
cell size live.

Sprites pick a frame instead of the whole texture through the same `texture`
property: it now holds either a texture id or a frame id. Frame ids come from
the same generator and are document-wide unique, so one picker, one property
and one set of instance overrides cover both cases, and every sprite written
before this still means the same thing.

A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image,
because it derives its uvs from the shape bounds and the inverted style
matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which
keeps a sheet at a single GPU upload no matter how many of its frames are on
screen at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 14:27:23 +02:00

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import type { Graph } from '../graph/Graph';
import type { PropertyDef } from '../properties/PropertySchema';
import type { AssetType } from './AssetTypes';
import type { PropertyBag } from './Properties';
import type { SceneObject } from './SceneObject';
/** Every asset has an id, a name, a type and a bag of typed properties (see PropertySchema). */
export interface AssetBase {
id: string;
type: AssetType;
name: string;
props: PropertyBag;
}
export interface SpriteAsset extends AssetBase {
type: 'sprite';
}
export interface CameraAsset extends AssetBase {
type: 'camera';
}
/**
* A line of text drawn in the scene (titles, HUD readouts, buttons). Its content is the
* ordinary property `text`, so behaviors change it with `Set text` (or `Set property`).
*/
export interface TextAsset extends AssetBase {
type: 'text';
}
/** A scene is an asset that additionally owns the objects placed into it. */
export interface SceneAsset extends AssetBase {
type: 'scene';
objects: SceneObject[];
}
/**
* A behavior is logic: a node graph plus the variables it declares. Variables are ordinary
* properties – `variables` is the asset's own property schema, `props` holds their default
* values, and placed instances override them like any other property.
*/
export interface BehaviorAsset extends AssetBase {
type: 'behavior';
variables: PropertyDef[];
graph: Graph;
}
/**
* A collider is a shape (box or circle) used for collision detection. Placed as a child of
* the object it belongs to (its "body"); its position is the offset from that body.
*/
export interface ColliderAsset extends AssetBase {
type: 'collider';
}
/**
* A container is a reusable group of objects (a "prefab"): its `objects` are a template that
* is instantiated below the container whenever it is placed. Template positions are local
* to the container's origin – the centre of the group when it was created from a selection.
* Template ids are private to the asset; every placed copy gets fresh ids and remembers the
* template object it came from (`SceneObject.templateId`).
*/
export interface ContainerAsset extends AssetBase {
type: 'container';
objects: SceneObject[];
}
/**
* One named rectangle of a texture, in image pixels – a frame of a sprite sheet.
*
* Its `id` is drawn from the same generator as asset ids and is unique across the document,
* which is what lets a sprite's `texture` property name either a whole texture or one frame
* of it (see `model/texture.ts`).
*/
export interface TextureFrame {
id: string;
name: string;
x: number;
y: number;
w: number;
h: number;
}
/**
* An uploaded image. `file` names it in `data/textures/` and is content-addressed
* (`{sha256}.{ext}`), so the same picture uploaded twice is one file and a stored file can be
* cached forever – its name cannot ever come to mean different bytes.
*
* Like a scene's objects and a behavior's graph, this is intrinsic data rather than a
* property: nothing about it is editable or overridable per instance. What *is* a property
* is the reference to it – sprites carry `texture` (see PropertySchema), which is how
* instance overrides, "Apply to container" and `Set property` work on it for free.
*
* `frames` cuts the picture into named rectangles (the Texture tab draws them); a texture
* with no frames is simply used whole, which is what every single-image texture wants and
* what every document written before frames existed already says.
*
* `width`/`height` are the pixel size as uploaded, kept so a sprite can be sized to its
* picture without waiting for the image to load – and so frames can be validated and sliced
* before it arrives. An empty `file` means the upload failed or has not happened yet; such a
* texture draws as nothing.
*/
export interface TextureAsset extends AssetBase {
type: 'texture';
file: string;
width: number;
height: number;
frames: TextureFrame[];
}
export type Asset =
| SpriteAsset
| CameraAsset
| TextAsset
| SceneAsset
| BehaviorAsset
| ColliderAsset
| ContainerAsset
| TextureAsset;
export function isSceneAsset(asset: Asset): asset is SceneAsset {
return asset.type === 'scene';
}
export function isTextureAsset(asset: Asset): asset is TextureAsset {
return asset.type === 'texture';
}