refactor: formalize scene viewport object-id picking
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docs/plan/Renderer阶段收口补充_ObjectIdPicking正式化.md
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docs/plan/Renderer阶段收口补充_ObjectIdPicking正式化.md
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# Renderer 阶段收口补充:Object ID Picking 正式化
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日期:`2026-04-02`
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## 1. 这次补充收口解决什么
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本次补充只收一件事:
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- `SceneView` 选中主链路正式切到 `GPU object-id`
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本次明确不做:
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- render graph
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- renderer 内更完整的多 pass 调度
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- game/runtime 通用 picking 服务
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原因很简单:这些属于下一阶段架构演进,不应该继续污染当前阶段的收口边界。
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## 2. 本次收口后的正式行为
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当前 `SceneView` 选中行为统一定义为:
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1. 场景渲染时生成 `object-id` 纹理
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2. 鼠标点击时读取对应像素
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3. 颜色解码为实体 ID
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4. `0` 视为“未选中任何对象”,但这仍然是一次成功的 GPU 采样
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关键变化:
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- editor 不再把 `CPU ray picking` 作为 `SceneView` 点击选中的静默回退主链路
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- `CPU ray picking` 继续保留为独立几何工具能力,不再承担当前正式选中流程
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- `object-id` 读取失败会被显式标记为 readback failure,而不是与“没有有效帧”混在一起
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## 3. 为什么这才算收口
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之前的问题不是没有 `object-id pass`,而是“主路径”和“兜底路径”的语义不够硬:
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- 成功采样
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- 无有效 object-id 帧
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- GPU 读回失败
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这三种状态以前没有被清晰区分。
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现在已经收紧为显式结果类型:
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- `Unavailable`
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- `Success`
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- `ReadbackFailed`
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这意味着:
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- renderer/editor 的 `object-id` 交互已经形成可测试契约
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- `0 id` 与“采样失败”不再混淆
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- 后续若要继续升级成异步 readback、共享 picking 服务,也有稳定边界可接
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## 4. 当前阶段完成后的边界
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到这里,当前阶段可以正式视为完成:
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- editor viewport 宿主链路已打通
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- renderer 的 builtin post-process 已形成稳定接口
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- `SceneView` 选中正式以 GPU object-id 为主链路
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- 回归测试已覆盖 object-id 读回状态语义
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下一阶段真正该做的是:
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- renderer 内正式 render graph / pass graph
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- 更完整的 renderer-owned picking 服务
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- editor / runtime shared picking contract
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而不是继续在这个阶段里反复修补 viewport host。
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@@ -4,7 +4,6 @@
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#include "Core/ISceneManager.h"
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#include "Core/ISelectionManager.h"
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#include "IViewportHostService.h"
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#include "SceneViewportPicker.h"
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#include "SceneViewportCameraController.h"
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#include "ViewportHostRenderFlowUtils.h"
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#include "ViewportHostRenderTargets.h"
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@@ -159,27 +158,20 @@ public:
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return 0;
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}
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const Components::Scene* scene = context.GetSceneManager().GetScene();
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if (scene == nullptr) {
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if (context.GetSceneManager().GetScene() == nullptr) {
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return 0;
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}
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ViewportEntry& entry = GetEntry(EditorViewportKind::Scene);
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uint64_t objectIdEntity = 0;
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if (TryPickSceneViewEntityWithObjectId(
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const ViewportObjectIdPickResult objectIdPick =
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PickSceneViewEntityWithObjectId(
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entry,
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viewportSize,
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viewportMousePosition,
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objectIdEntity)) {
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return objectIdEntity;
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viewportMousePosition);
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if (objectIdPick.status == ViewportObjectIdPickStatus::ReadbackFailed) {
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SetViewportStatusIfEmpty(entry.statusText, "Scene object id readback failed");
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}
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SceneViewportPickRequest request = {};
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request.scene = scene;
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request.overlay = GetSceneViewOverlayData();
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request.viewportSize = Math::Vector2(viewportSize.x, viewportSize.y);
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request.viewportPosition = Math::Vector2(viewportMousePosition.x, viewportMousePosition.y);
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return PickSceneViewportEntity(request).entityId;
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return objectIdPick.entityId;
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}
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void AlignSceneViewToOrientationAxis(SceneViewportOrientationAxis axis) override {
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@@ -576,14 +568,12 @@ private:
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targets.hasValidObjectIdFrame = false;
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}
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bool TryPickSceneViewEntityWithObjectId(
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ViewportObjectIdPickResult PickSceneViewEntityWithObjectId(
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ViewportEntry& entry,
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const ImVec2& viewportSize,
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const ImVec2& viewportMousePosition,
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uint64_t& outEntityId) {
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const ImVec2& viewportMousePosition) {
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if (m_device == nullptr) {
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outEntityId = 0;
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return false;
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return {};
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}
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ViewportObjectIdPickContext pickContext = {};
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@@ -596,7 +586,7 @@ private:
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pickContext.viewportSize = viewportSize;
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pickContext.viewportMousePosition = viewportMousePosition;
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return TryPickViewportObjectIdEntity(
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return PickViewportObjectIdEntity(
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pickContext,
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[this](const ViewportObjectIdReadbackRequest& request, std::array<uint8_t, 4>& outRgba) {
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return m_device != nullptr &&
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@@ -607,8 +597,7 @@ private:
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request.pixelX,
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request.pixelY,
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outRgba);
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},
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outEntityId);
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});
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}
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UI::ImGuiBackendBridge* m_backend = nullptr;
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@@ -9,6 +9,7 @@
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#include <array>
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#include <cstdint>
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#include <utility>
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namespace XCEngine {
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namespace Editor {
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@@ -32,6 +33,21 @@ struct ViewportObjectIdReadbackRequest {
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uint32_t pixelY = 0;
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};
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enum class ViewportObjectIdPickStatus : uint8_t {
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Unavailable = 0,
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Success,
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ReadbackFailed
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};
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struct ViewportObjectIdPickResult {
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ViewportObjectIdPickStatus status = ViewportObjectIdPickStatus::Unavailable;
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uint64_t entityId = 0;
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bool HasResolvedSample() const {
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return status == ViewportObjectIdPickStatus::Success;
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}
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};
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inline bool CanPickViewportObjectId(const ViewportObjectIdPickContext& context) {
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return context.commandQueue != nullptr &&
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context.texture != nullptr &&
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@@ -67,28 +83,40 @@ inline bool BuildViewportObjectIdReadbackRequest(
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}
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template <typename ReadPixelFn>
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bool TryPickViewportObjectIdEntity(
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ViewportObjectIdPickResult PickViewportObjectIdEntity(
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const ViewportObjectIdPickContext& context,
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ReadPixelFn&& readPixel,
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uint64_t& outEntityId) {
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outEntityId = 0;
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ReadPixelFn&& readPixel) {
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ViewportObjectIdPickResult result = {};
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ViewportObjectIdReadbackRequest request = {};
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if (!BuildViewportObjectIdReadbackRequest(context, request)) {
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return false;
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return result;
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}
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std::array<uint8_t, 4> rgba = {};
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if (!readPixel(request, rgba)) {
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return false;
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result.status = ViewportObjectIdPickStatus::ReadbackFailed;
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return result;
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}
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outEntityId = static_cast<uint64_t>(Rendering::DecodeObjectIdFromColor(
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result.status = ViewportObjectIdPickStatus::Success;
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result.entityId = static_cast<uint64_t>(Rendering::DecodeObjectIdFromColor(
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rgba[0],
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rgba[1],
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rgba[2],
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rgba[3]));
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return true;
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return result;
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}
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template <typename ReadPixelFn>
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bool TryPickViewportObjectIdEntity(
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const ViewportObjectIdPickContext& context,
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ReadPixelFn&& readPixel,
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uint64_t& outEntityId) {
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const ViewportObjectIdPickResult result =
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PickViewportObjectIdEntity(context, std::forward<ReadPixelFn>(readPixel));
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outEntityId = result.entityId;
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return result.HasResolvedSample();
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}
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} // namespace Editor
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