Add concealment meter and skinned collider baker; reorganize assets

- ConcealmentMeter: standalone component measuring the percentage of the
  character volume embedded inside environment geometry (bake -> voxelize via
  column ray-stabbing parity -> classify interior voxels against box/sphere/
  capsule/convex colliders and terrain). Always-on, throttled, gizmo debug.
- SkinnedColliderBaker: sole per-frame collider bake owner for skinned rigs.
  MeshPainter now delegates baking and only borrows BakedMesh for the GPU
  raster and cache refresh, so the collider stays fresh outside paint mode.
- Move pose assets to Assets/Poses, retire unused Insect scripts to
  Assets/Unused, restore Paintman.controller; mode scripts and scene updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-26 12:37:02 +02:00
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commit dcfd668422
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using UnityEngine;
/// <summary>
/// Sole owner of the animated character's collider bake: keeps a non-convex MeshCollider in sync with
/// the SkinnedMeshRenderer's current pose every frame, independent of any paint/game mode. MeshPainter's
/// own per-frame bake sits behind its PaintingEnabled gate, so the collider would otherwise freeze in
/// player-control / insect mode. When this component is present MeshPainter delegates to it (it stops
/// baking and only borrows <see cref="BakedMesh"/> for its GPU raster path), so the deformed-pose
/// collider stays fresh for everyone - paint raycasts, physics, future seeker / line-of-sight queries.
///
/// Bakes in the renderer's LOCAL space (BakeMesh, scale = 1) - the same convention MeshPainter and
/// ConcealmentMeter use (world = transform.localToWorldMatrix). Runs at a negative execution order so
/// the collider is fresh before MeshPainter (and other consumers) read it in the same frame. Owns the
/// baked Mesh (creates + destroys it); MeshPainter never destroys a borrowed mesh.
/// </summary>
[DisallowMultipleComponent]
[DefaultExecutionOrder(-50)]
[RequireComponent(typeof(SkinnedMeshRenderer))]
public class SkinnedColliderBaker : MonoBehaviour
{
[Min(0f)]
[Tooltip("Seconds between collider re-bakes. 0 = every frame (matches MeshPainter's per-frame bake). " +
"Raise it to trade collider freshness for CPU on a high-poly rig.")]
[SerializeField] private float bakeInterval = 0f;
/// <summary>The mesh baked from the current pose, in local space. Valid after the first bake.</summary>
public Mesh BakedMesh => _baked;
private SkinnedMeshRenderer _skinned;
private MeshCollider _collider;
private Mesh _baked;
private float _timer;
private void Awake()
{
_skinned = GetComponent<SkinnedMeshRenderer>();
if (!_skinned)
{
Debug.LogError("[SkinnedColliderBaker] No SkinnedMeshRenderer on this GameObject.", this);
enabled = false;
return;
}
_collider = GetComponent<MeshCollider>();
if (!_collider) _collider = gameObject.AddComponent<MeshCollider>();
_collider.convex = false; // non-convex provides triangleIndex / textureCoord for paint raycasts
_baked = new Mesh { name = "SkinnedColliderBaker_Baked" };
Bake(); // valid collider on frame 0, before any consumer reads it
}
private void Update()
{
if (bakeInterval <= 0f) { Bake(); return; }
_timer += Time.deltaTime;
if (_timer < bakeInterval) return;
_timer = 0f;
Bake();
}
private void Bake()
{
if (!_skinned) return;
_skinned.BakeMesh(_baked);
_collider.sharedMesh = null; // force a physics re-cook of the new geometry
_collider.sharedMesh = _baked;
}
private void OnDestroy()
{
if (_baked) Destroy(_baked);
}
}