Refactor: extract shared helpers across scripts, trim remaining doc redundancy

Deduplication pass (44 extractions):
- New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding
  (FirstPersonController, FreeCamController)
- New CharacterTeleport: disable-CC-around-teleport idiom (rescue,
  owner position apply, free-cam sync)
- New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment
  meter/volume, skinned collider baker)
- Paint family: canonical map read/write shared between Net and
  Persistence, snapshot decode, backend stroke dispatch, RebuildBackend,
  ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs
  aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider
- Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled,
  InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to
  ComputeResolutionFreeze, FingerIK TryInPlaneAngle
- Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes,
  RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud
  GUIStyle cache, HsvColorPicker rehook, VoxelCenter

Documentation pass: remove 6 triplicated doc blocks and 2 restating
inline comments left after the previous reduction.

Behavior-neutral; hot-path rasterizer loops intentionally untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-02 12:33:48 +02:00
1 parent 066e308cde
commit 2243cc823e
40 files changed
+681 -724

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using System.Collections.Generic;
using UnityEngine;
/// <summary>Shared mesh/bounds geometry helpers.</summary>
public static class GeometryUtil
{
/// <summary>Divides a world scale back out of a freshly baked mesh so it is true unit-scale local
/// geometry (BakeMesh freezes the transform's lossyScale into the vertices). No-op at scale 1;
/// <paramref name="scratch"/> is reused so nothing is allocated per bake.</summary>
public static void RescaleToUnitScale(Mesh baked, Vector3 lossyScale, List<Vector3> scratch)
{
if (lossyScale.x == 1f && lossyScale.y == 1f && lossyScale.z == 1f) return;
float ix = lossyScale.x != 0f ? 1f / lossyScale.x : 0f;
float iy = lossyScale.y != 0f ? 1f / lossyScale.y : 0f;
float iz = lossyScale.z != 0f ? 1f / lossyScale.z : 0f;
baked.GetVertices(scratch);
for (int i = 0; i < scratch.Count; i++)
{
Vector3 v = scratch[i];
v.x *= ix; v.y *= iy; v.z *= iz;
scratch[i] = v;
}
baked.SetVertices(scratch);
baked.RecalculateBounds();
}
/// <summary>World AABB enclosing a local AABB after an affine transform (encapsulates the 8 transformed corners).</summary>
public static Bounds TransformBounds(Matrix4x4 m, Bounds local)
{
Vector3 mn = local.min, mx = local.max;
Vector3 c0 = m.MultiplyPoint3x4(mn);
Bounds b = new Bounds(c0, Vector3.zero);
b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mx.x, mn.y, mn.z)));
b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mn.x, mx.y, mn.z)));
b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mn.x, mn.y, mx.z)));
b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mx.x, mx.y, mn.z)));
b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mx.x, mn.y, mx.z)));
b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mn.x, mx.y, mx.z)));
b.Encapsulate(m.MultiplyPoint3x4(mx));
return b;
}
}