50 procedural->
generate(scene, progress);
void add_entry(const NamedTimeEntry &entry)
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_="")
UpdateTimeStats procedurals
#define CCL_NAMESPACE_END
#define NODE_ABSTRACT_DEFINE(structname)
static NodeType * add(const char *name, CreateFunc create, Type type=NONE, const NodeType *base=NULL)
Node(const NodeType *type, ustring name=ustring())
vector< Procedural * > procedurals
SceneUpdateStats * update_stats