/// <summary> /// Must be called from OnSceneGUI in order to perform any necessary updates. /// </summary> public void OnSceneGUI() { // If there are no objects registered, it means the scripts may have been recompiled // or this is a new Editor session. So we need to register the scene objects. if (_gameObjectToNode.Count == 0) { RegisterUnregisteredObjects(); } _sphereTree.PerformPendingUpdates(); }
/// <summary> /// Builds the mesh tree if it hasn't already been built. /// </summary> public void Build() { if (_wasBuilt) { return; } // Loop through all trianlges and register them with the tree for (int triangleIndex = 0; triangleIndex < _octave3DMesh.NumberOfTriangles; ++triangleIndex) { RegisterTriangle(triangleIndex); } // Finish any pending updates. // Note: This assumes that mesh data will never be modified during editing. Otherwise, we // might need to call this from 'OnSceneGUI' to ensure that any pending updates are // performed accordingly. _sphereTree.PerformPendingUpdates(); // The tree was built _wasBuilt = true; }
/// <summary> /// Must be called from OnSceneGUI in order to perform any necessary updates. /// </summary> public void OnSceneGUI() { _sphereTree.PerformPendingUpdates(); }