Fix selection outline never showing for the first entity
entt entity 0's integral bits are 0, colliding with the "no selection"
sentinel: u32 selected == 0 meant "clear selection", so the scene's
first-created entity could never be outlined. Replaced with
std::optional<u32> + FrameSceneData::selectedEntityValid.
Also restore per-batch instance contiguity broken by the batchMats
flattening (e038cb3): entities sharing a mesh scatter across the flat
instance array in collection order. ViewScratch now tracks per-batch
singly-linked lists and appendView aggregates each batch into a
contiguous range, preserving the flat-array performance intent.
Hierarchy click selection now routes through SelectEntity so outline
stays in sync when picking from the panel.
This commit is contained in:
+10
-1
@@ -131,7 +131,16 @@ void Editor::Draw()
|
||||
ImGui::End();
|
||||
|
||||
// 常规面板窗口(窗口名 = docking 身份)
|
||||
if (m_ShowHierarchy) m_Hierarchy->Draw(m_Ctx, m_Selected);
|
||||
if (m_ShowHierarchy)
|
||||
{
|
||||
const entt::entity prev = m_Selected;
|
||||
m_Hierarchy->Draw(m_Ctx, m_Selected);
|
||||
// 树点选同步描边(面板直写 m_Selected,不走 Viewport 的
|
||||
// SelectEntity 返回值通道;对比前后变化触发)
|
||||
if (m_Selected != prev) {
|
||||
SelectEntity(m_Selected);
|
||||
}
|
||||
}
|
||||
if (m_ShowInspector) m_Inspector->Draw(m_Ctx, m_Selected);
|
||||
if (m_ShowViewport)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user