Esempio n. 1
0
            unsafe void CheckPreviewJobsForCompletion()
            {
                var repaintSceneViews = false;

                foreach (var job in m_PreviewJobsOutput.Keys.ToArray()) // TODO: don't allocate on heap
                {
                    // repaint scene views to indicate progress if most recent preview job is still in the queue
                    var mostRecentlyScheduledJob = m_MostRecentlyScheduledJob.Equals(job);
                    repaintSceneViews |= mostRecentlyScheduledJob;

                    if (!job.IsCompleted)
                    {
                        continue;
                    }

                    var output = m_PreviewJobsOutput[job];
                    m_PreviewJobsOutput.Remove(job);
                    job.Complete();

                    // only populate preview edge data if not already disposed and this job was actually the most recent
                    if (!m_Disposed && mostRecentlyScheduledJob)
                    {
                        switch (((ConvexCollider *)output[0].GetUnsafePtr())->Type)
                        {
                        case ColliderType.Convex:
                            DrawingUtility.GetConvexHullEdges(
                                ref ((ConvexCollider *)output[0].GetUnsafePtr())->ConvexHull, s_ReusableEdges
                                );
                            break;

                        case ColliderType.Mesh:
                            DrawingUtility.GetMeshEdges(ref ((MeshCollider *)output[0].GetUnsafePtr())->Mesh, s_ReusableEdges);
                            break;
                        }

                        Edges = s_ReusableEdges.ToArray();

                        EditorApplication.delayCall += SceneViewUtility.ClearNotificationInSceneView;
                    }

                    output[0].Release();
                    output.Dispose();
                }

                if (repaintSceneViews)
                {
                    SceneView.RepaintAll();
                }

                if (m_PreviewJobsOutput.Count == 0)
                {
                    EditorApplication.update -= CheckPreviewJobsForCompletion;
                }
            }