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[Bugfix] Fix bounding box offset for multi-node models selected via scenegraph - #157
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…cenegraph Selecting a dragged-in multi-node asset (e.g. goalpost) in the scenegraph highlighted a bounding box offset from the visible mesh. The highlight accumulation composed each child's bbox contribution using the parent's own local transform instead of the child's, so a mesh living on a child entity with its own position offset from its container root rendered its box in the wrong place.
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Summary
goalpost.untold) via the scenegraph highlighted a bounding box offset from the visible mesh.accumulateBoundsInRootSpace/accumulateRenderableBoundsInRootSpaceinSelectionManager.swiftcomposed each child's bbox contribution using the parent's own local transform instead of the child's own local transform. This is invisible for a flat single-mesh entity, but a multi-node asset (container root + child mesh entities, each with their own local offset) got its highlight box computed as if children sat at the parent's own transform rather than their own.LocalTransformComponentand compose that with the accumulated chain, instead of reusing the current entity's transform.Test plan
test_selectingAContainer_highlightsItsOffsetChildsMeshinSelectionSeveralTests.swift, reproducing the container-root + offset-child shape and reading back the GPU highlight buffer directly.