A slab that spans a concave silhouette (e.g. a table side = two legs
plus a top rail, all coplanar and thin) produced one convex hull that
filled the open gap between the legs, so a player standing between them
counted as embedded. Add a refinement pass: each slab whose in-plane
coverage grid shows its convex-hull footprint is less than a
configurable fraction (hullFillThreshold, default 0.6) covered by real
surface is recursively halved along its larger PCA axis until every
piece hugs actual geometry. Solid boards (the shelf) are ~fully covered
and pass through untouched. Verified over a 9600-point grid: zero
bridging (no collider interior lies >6cm from the source surface),
shelf output unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Generate multiple convex collider proxies from a mesh by growing
triangles into thin slabs (PCA minor-axis thickness gate) and hulling
each slab, so shelves and open compartments stay hollow while boards
count as embedding surfaces. Baked meshes get readable, deterministic
asset names (scene/prefab path + hierarchy + collision index) instead
of GUIDs. ConcealmentMeter now also excludes a furniture's own concave
mesh collider when a ConcealmentColliderBaker sits in its parent,
symmetric to the existing ConcealmentVolume rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>