public QuadNode(IQuadMesh mesh, IQuadNodeFactory quadNodeFactory, IQuadNodeRenderer renderer, ISettings settings, Statistics statistics) { _mesh = mesh; _quadNodeFactory = quadNodeFactory; _renderer = renderer; _settings = settings; _statistics = statistics; }
public QuadNode(IQuadMesh mesh, IQuadNodeFactory quadNodeFactory, ISplitMergeStrategy splitMergeStrategy, ITaskSchedulerFactory taskSchedulerFactory, IQuadNodeRenderer renderer, Statistics statistics) { _mesh = mesh; _quadNodeFactory = quadNodeFactory; _splitMergeStrategy = splitMergeStrategy; _taskSchedulerFactory = taskSchedulerFactory; _renderer = renderer; _statistics = statistics; }
public TestableQuadNode(IQuadMesh mesh, IQuadNodeFactory quadNodeFactory, IQuadNodeRenderer renderer, ISettings settings, Statistics statistics) : base(mesh, quadNodeFactory, renderer, settings, statistics) { }
public TestableQuadNode(IQuadMesh mesh, IQuadNodeFactory quadNodeFactory, ISplitMergeStrategy splitMergeStrategy, IQuadNodeRenderer renderer, Statistics statistics) : base(mesh, quadNodeFactory, splitMergeStrategy, new CurrentThreadTaskSchedulerFactory(), renderer, statistics) { // We create this version of the QuadNode with a task scheduler type that runs everything on the // current thread, i.e. everything is synchronous and there are no threading issues to worry about. }
public TerrainFactory(IQuadNodeFactory quadNodeFactory) { _quadNodeFactory = quadNodeFactory; }