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
28 lines
628 B
JSON
28 lines
628 B
JSON
[
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{
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"name": "Quad",
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"transform": {
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"position": [0, 0, 0],
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"rotation": [0, 0, 0, 1],
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"scale": [2, 2, 1]
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},
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"components": [
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{ "type": "Engine.Render.Contracts.QuadRenderer, Engine.Render.Contracts", "data": {} }
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],
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"children": [
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{
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"name": "ChildQuad",
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"transform": {
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"position": [1.5, 0, 0],
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"rotation": [0, 0, 0, 1],
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"scale": [0.5, 0.5, 1]
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},
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"components": [
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{ "type": "Engine.Render.Contracts.QuadRenderer, Engine.Render.Contracts", "data": {} }
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],
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"children": []
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}
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]
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}
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]
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