ConcaveCollider.FH_ComputeHulls C# (CSharp) Method

FH_ComputeHulls() private static method

private static FH_ComputeHulls ( GameObject obj, ProgressDelegate progress = null ) : void
obj GameObject
progress ProgressDelegate
return void
    private static void FH_ComputeHulls(GameObject obj, ProgressDelegate progress = null)
    {
        if (obj == null || shouldCancelBatch)
            return;
        ConcaveCollider current = obj.GetComponent<ConcaveCollider>();
        bool hadComponent = current != null;
        Debug.LogWarningFormat("Processing mesh: {0}", obj.name);
        if (current == null)
            current = obj.AddComponent<ConcaveCollider>();
        try {
            if (current.ComputeHulls(new ConcaveCollider.LogDelegate(Debug.Log), progress))
                Debug.LogFormat("Completed computing hulls for {0}", obj.name);
            else
                Debug.LogWarningFormat("Error computing hulls for {0}", obj.name);
        }
        catch(System.Exception e)
        {
            Debug.LogWarningFormat("Error computing hulls for {0}: {1}\n{2}", obj.name, e.Message, e.StackTrace);
        }
        Debug.LogWarningFormat("Finished processing mesh: {0}", obj.name);
        UnityEditor.EditorUtility.ClearProgressBar();
        if (!hadComponent)
            DestroyImmediate(current, true);
    }