M3: Hierarchy panel — click a GameObject to select it

HierarchyPanel walks IWorld.Roots/GameObject.Children recursively as
ImGui tree nodes, clicking one sets EditorState.Selected — the shared
selection the not-yet-built Inspector panel will read from the same
instance. PushID(go.GetHashCode()) scopes each node's ID by object
identity rather than name, since nothing stops two sibling GameObjects
sharing a Name and ImGui's default label-based IDs would otherwise merge
their open/selected state.

Also gives samples/WindowDemo/scene.json a child GameObject (offset,
half-scale, parented under Quad) — the existing scene only had one root,
nothing to show a tree with. Verified by screenshot: both quads render at
their correct composed WorldMatrix (the child visibly smaller and offset,
confirming parent/child composition is still correct through this
change), and Hierarchy lists "Quad" as a collapsible node.

Full suite still green: 65 tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
This commit is contained in:
Emil
2026-09-02 16:19:36 +03:00
co-authored by Claude Sonnet 5
parent 4c67c2c905
commit bccb8c3ba7
4 changed files with 87 additions and 6 deletions
+14 -1
View File
@@ -9,6 +9,19 @@
"components": [
{ "type": "Engine.Render.Contracts.QuadRenderer, Engine.Render.Contracts", "data": {} }
],
"children": []
"children": [
{
"name": "ChildQuad",
"transform": {
"position": [1.5, 0, 0],
"rotation": [0, 0, 0, 1],
"scale": [0.5, 0.5, 1]
},
"components": [
{ "type": "Engine.Render.Contracts.QuadRenderer, Engine.Render.Contracts", "data": {} }
],
"children": []
}
]
}
]