An AbstractTask to update a terrain quadtree. More...
#include <UpdateTerrainTask.h>
Public Member Functions | |
UpdateTerrainTask (const QualifiedName &terrain) | |
Creates a new UpdateTerrainTask. | |
virtual | ~UpdateTerrainTask () |
Deletes this UpdateTerrainTask. | |
Protected Member Functions | |
UpdateTerrainTask () | |
Creates an uninitialized UpdateTerrainTask. | |
void | init (const QualifiedName &terrain) |
Initializes this UpdateTerrainTask. | |
Private Attributes | |
QualifiedName | terrain |
The terrain whose quadtree must be updated. |
An AbstractTask to update a terrain quadtree.
This task simply calls the TerrainNode::update method. In fact this method is called directly by the getTask method, which returns an empty task graph. Indeed the terrain quadtree must be up to date in order to get a correct task graph for the proland::TileProducer tasks for the newly created quads (these task graphs are computed by UpdateTileSamplersTask).
proland::UpdateTerrainTask::UpdateTerrainTask | ( | const QualifiedName & | terrain | ) |
Creates a new UpdateTerrainTask.
terrain | The terrain whose quadtree must be updated. The first part of this "node.name" qualified name specifies the scene node containing the TerrainNode field. The second part specifies the name of this TerrainNode field. |
virtual proland::UpdateTerrainTask::~UpdateTerrainTask | ( | ) | [virtual] |
Deletes this UpdateTerrainTask.
proland::UpdateTerrainTask::UpdateTerrainTask | ( | ) | [protected] |
Creates an uninitialized UpdateTerrainTask.
void proland::UpdateTerrainTask::init | ( | const QualifiedName & | terrain | ) | [protected] |
Initializes this UpdateTerrainTask.
terrain | The terrain whose quadtree must be updated. The first part of this "node.name" qualified name specifies the scene node containing the TerrainNode field. The second part specifies the name of this TerrainNode field. |
QualifiedName proland::UpdateTerrainTask::terrain [private] |
The terrain whose quadtree must be updated.
The first part of this "node.name" qualified name specifies the scene node containing the TerrainNode field. The second part specifies the name of this TerrainNode field.