Remove duplicate classes (#1025)

## Bug fixes

- removed duplicate methods and classes involving quantum stuff
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xen-42 2025-01-13 20:06:15 -05:00 committed by GitHub
commit ffe41747fb
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3 changed files with 24 additions and 130 deletions

View File

@ -223,111 +223,8 @@ namespace NewHorizons.Builder.Props
shuffle._shuffledObjects = propsInGroup.Select(p => p.transform).ToArray();
shuffle.Awake(); // this doesn't get called on its own for some reason. what? how?
AddBoundsVisibility(shuffleParent);
BoundsUtilities.AddBoundsVisibility(shuffleParent);
shuffleParent.SetActive(true);
}
struct BoxShapeReciever
{
public MeshFilter f;
public SkinnedMeshRenderer s;
public GameObject gameObject;
}
public static void AddBoundsVisibility(GameObject g)
{
var meshFilters = g.GetComponentsInChildren<MeshFilter>();
var skinnedMeshRenderers = g.GetComponentsInChildren<SkinnedMeshRenderer>();
var boxShapeRecievers = meshFilters
.Select(f => new BoxShapeReciever() { f = f, gameObject = f.gameObject })
.Concat(
skinnedMeshRenderers.Select(s => new BoxShapeReciever() { s = s, gameObject = s.gameObject })
)
.ToList();
foreach (var boxshapeReciever in boxShapeRecievers)
{
var box = boxshapeReciever.gameObject.AddComponent<BoxShape>();
boxshapeReciever.gameObject.AddComponent<ShapeVisibilityTracker>();
boxshapeReciever.gameObject.AddComponent<BoxShapeVisualizer>();
var fixer = boxshapeReciever.gameObject.AddComponent<BoxShapeFixer>();
fixer.shape = box;
fixer.meshFilter = boxshapeReciever.f;
fixer.skinnedMeshRenderer = boxshapeReciever.s;
}
}
// BUG: ignores skinned guys. this coincidentally makes it work without BoxShapeFixer
public static Bounds GetBoundsOfSelfAndChildMeshes(GameObject g)
{
var meshFilters = g.GetComponentsInChildren<MeshFilter>();
var corners = meshFilters.SelectMany(m => GetMeshCorners(m, g)).ToList();
Bounds b = new Bounds(corners[0], Vector3.zero);
corners.ForEach(corner => b.Encapsulate(corner));
return b;
}
public static Vector3[] GetMeshCorners(MeshFilter m, GameObject relativeTo = null)
{
var bounds = m.mesh.bounds;
var localCorners = new Vector3[]
{
bounds.min,
bounds.max,
new Vector3(bounds.min.x, bounds.min.y, bounds.max.z),
new Vector3(bounds.min.x, bounds.max.y, bounds.min.z),
new Vector3(bounds.max.x, bounds.min.y, bounds.min.z),
new Vector3(bounds.min.x, bounds.max.y, bounds.max.z),
new Vector3(bounds.max.x, bounds.min.y, bounds.max.z),
new Vector3(bounds.max.x, bounds.max.y, bounds.min.z),
};
var globalCorners = localCorners.Select(localCorner => m.transform.TransformPoint(localCorner)).ToArray();
if (relativeTo == null) return globalCorners;
return globalCorners.Select(globalCorner => relativeTo.transform.InverseTransformPoint(globalCorner)).ToArray();
}
}
/// <summary>
/// for some reason mesh bounds are wrong unless we wait a bit
/// so this script contiously checks everything until it is correct
///
/// this actually only seems to be a problem with skinned renderers. normal ones work fine
/// TODO: at some point narrow this down to just skinned, instead of doing everything and checking every frame
/// </summary>
public class BoxShapeFixer : MonoBehaviour
{
public BoxShape shape;
public MeshFilter meshFilter;
public SkinnedMeshRenderer skinnedMeshRenderer;
public void Update()
{
if (meshFilter == null && skinnedMeshRenderer == null)
{
NHLogger.LogVerbose("Useless BoxShapeFixer, destroying");
DestroyImmediate(this);
}
Mesh sharedMesh = null;
if (meshFilter != null) sharedMesh = meshFilter.sharedMesh;
if (skinnedMeshRenderer != null) sharedMesh = skinnedMeshRenderer.sharedMesh;
if (sharedMesh == null) return;
if (sharedMesh.bounds.size == Vector3.zero) return;
shape.size = sharedMesh.bounds.size;
shape.center = sharedMesh.bounds.center;
DestroyImmediate(this);
}
}
}

View File

@ -40,6 +40,7 @@ public static class BoundsUtilities
}
}
// BUG: ignores skinned guys. this coincidentally makes it work without BoxShapeFixer
public static Bounds GetBoundsOfSelfAndChildMeshes(GameObject gameObject)
{
var meshFilters = gameObject.GetComponentsInChildren<MeshFilter>();
@ -57,14 +58,14 @@ public static class BoundsUtilities
var localCorners = new Vector3[]
{
bounds.min,
bounds.max,
new Vector3(bounds.min.x, bounds.min.y, bounds.max.z),
new Vector3(bounds.min.x, bounds.max.y, bounds.min.z),
new Vector3(bounds.max.x, bounds.min.y, bounds.min.z),
new Vector3(bounds.min.x, bounds.max.y, bounds.max.z),
new Vector3(bounds.max.x, bounds.min.y, bounds.max.z),
new Vector3(bounds.max.x, bounds.max.y, bounds.min.z),
bounds.min,
bounds.max,
new Vector3(bounds.min.x, bounds.min.y, bounds.max.z),
new Vector3(bounds.min.x, bounds.max.y, bounds.min.z),
new Vector3(bounds.max.x, bounds.min.y, bounds.min.z),
new Vector3(bounds.min.x, bounds.max.y, bounds.max.z),
new Vector3(bounds.max.x, bounds.min.y, bounds.max.z),
new Vector3(bounds.max.x, bounds.max.y, bounds.min.z),
};
var globalCorners = localCorners.Select(meshFilter.transform.TransformPoint).ToArray();

View File

@ -3,7 +3,14 @@ using UnityEngine;
namespace NewHorizons.Utility.Geometry;
internal class BoxShapeFixer : MonoBehaviour
/// <summary>
/// for some reason mesh bounds are wrong unless we wait a bit
/// so this script contiously checks everything until it is correct
///
/// this actually only seems to be a problem with skinned renderers. normal ones work fine
/// TODO: at some point narrow this down to just skinned, instead of doing everything and checking every frame
/// </summary>
public class BoxShapeFixer : MonoBehaviour
{
public BoxShape shape;
public MeshFilter meshFilter;
@ -13,27 +20,16 @@ internal class BoxShapeFixer : MonoBehaviour
{
if (meshFilter == null && skinnedMeshRenderer == null)
{
NHLogger.LogVerbose("Useless BoxShapeFixer, destroying"); DestroyImmediate(this);
NHLogger.LogVerbose("Useless BoxShapeFixer, destroying");
DestroyImmediate(this);
}
Mesh sharedMesh = null;
if (meshFilter != null)
{
sharedMesh = meshFilter.sharedMesh;
}
if (skinnedMeshRenderer != null)
{
sharedMesh = skinnedMeshRenderer.sharedMesh;
}
if (meshFilter != null) sharedMesh = meshFilter.sharedMesh;
if (skinnedMeshRenderer != null) sharedMesh = skinnedMeshRenderer.sharedMesh;
if (sharedMesh == null)
{
return;
}
if (sharedMesh.bounds.size == Vector3.zero)
{
return;
}
if (sharedMesh == null) return;
if (sharedMesh.bounds.size == Vector3.zero) return;
shape.size = sharedMesh.bounds.size;
shape.center = sharedMesh.bounds.center;