Class: Precomp
Defined in: runtime/precompisition.ts:109
Runs a full offline build pass over every scene before playback starts.
The pass drives each scene's generator frame-by-frame (without rendering) to collect three things:
- Frame counts — how long each scene lasts, from which the global timeline is assembled.
- Asset timeline — every image / video / font each scene needs, with the global frame range it is visible, so the asset manager knows exactly when to load and evict each one.
- Node lifespans — which structural path was alive during which frames, used by the timeline UI to draw per-node bars.
Construct and then call run() once; the result is a PrecompResult that
PlaybackController holds onto for the lifetime of the playback session.
Constructors
Constructor
new Precomp(
scenes,viewport,fps,assets,measureScope):Precomp
Defined in: runtime/precompisition.ts:116
Parameters
scenes
Scene[]
viewport
fps
number
assets
measureScope
Returns
Precomp
Methods
run()
run():
PrecompResult
Defined in: runtime/precompisition.ts:139
Execute the build pass and return the complete precomp result.
Each scene is driven through its full generator loop: build() yields
once per frame, and each tick calls layout, prepareAssets, and
recordLifespans before advancing the clock. Errors thrown by a scene
generator are caught and recorded in buildErrors rather than aborting
the entire pass, so other scenes can still precomp successfully.