Files
chameleon/Assets/Scripts/GeometryUtil.cs
T
adminandClaude Opus 4.8 382bfb36df Refactor scripts: dedup remainder, remove dead code, perf hardening
Iteration 4 over Assets/Scripts (no component/file splits, no Unity assets touched):

Dedup:
- Route inline cursor-release, material guards, Ctrl-held and undo/redo
  input through existing InputUtil / SetMatFloat helpers
- Add ungated InputUtil.KeyPressedThisFrame; GameplayKeyPressed builds on it
- Unify FindDeep/FindDeepChild into GeometryUtil.FindDeep

Dead code / stale docs:
- Remove unused code-gen bake path (HsvColorPicker.Build, PaintHud factory)
- Drop unreferenced symbols (SubPhaseChanged event, LocalPhaseDuration,
  IsLocalSceneMain, MouseSensitivity.Changed, IsPaused, InSession,
  NetworkControlled, PreviousPose, JointCount, voxel-count accessors)
- Fix incorrect PlayerRole / PaintHud / Pick / PlayerPose docs

Perf / robustness (behaviour-neutral):
- ConcealmentMeter.Evaluate: reuse vertex/topology buffers, two-pointer
  crossing count
- BuildMeshCaches: alloc-free vertex copy, cached topology/UVs
- Guard all PlayerPaintSync LogSync sites behind logSync
- Cache LocalViewerIsHunter / controller / CanShoot / TypingGuard lookups;
  dedup LocalIsHunter with MatchHud
- Change-guard RefreshEmissionColor and HeroCutout.Disarm
- Cache scene/countdown string comparisons per frame
- Grow NonAlloc buffers and log-once on saturation

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 13:33:18 +02:00

56 lines
2.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
/// <summary>Shared mesh/bounds/hierarchy helpers.</summary>
public static class GeometryUtil
{
/// <summary>Depth-first hierarchy search by name; checks <paramref name="root"/> itself first.</summary>
public static Transform FindDeep(Transform root, string name)
{
if (root.name == name) return root;
for (int i = 0; i < root.childCount; i++)
{
var found = FindDeep(root.GetChild(i), name);
if (found) return found;
}
return null;
}
/// <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;
}
}