40 scene->
update_stats->procedurals.times.add_entry({
"update", time});
49 procedural->
generate(scene, progress);
void update(Scene *scene, Progress &progress)
virtual void generate(Scene *scene, Progress &progress)=0
NODE_ABSTRACT_DECLARE Procedural(const NodeType *type)
void set_status(const string &status_, const string &substatus_="")
#define CCL_NAMESPACE_END
#define NODE_ABSTRACT_DEFINE(structname)
static NodeType * add(const char *name, CreateFunc create, Type type=NONE, const NodeType *base=nullptr)
Node(const NodeType *type, ustring name=ustring())
unique_ptr_vector< Procedural > procedurals
unique_ptr< SceneUpdateStats > update_stats