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OGRE 2.3.3
Object-Oriented Graphics Rendering Engine
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#include <OgreSkeletonAnimManager.h>
Public Member Functions | |
| BySkeletonDef (const SkeletonDef *skeletonDef, size_t threadCount) | |
| void | _updateBoneStartTransforms (void) |
| void | initializeMemoryManager (void) |
| bool | operator== (IdString name) const |
| void | updateThreadStarts (void) |
Public Attributes | |
| BoneMemoryManager | boneMemoryManager |
| SkeletonDef const * | skeletonDef |
| IdString | skeletonDefName |
| FastArray< SkeletonInstance * > | skeletons |
| MUST be sorted by location in its BoneMemoryManager's slot (in order to update in parallel without causing race conditions) @See threadStarts. | |
| FastArray< size_t > | threadStarts |
| One per thread (plus one), tells where we should start from in each thread. | |
| Ogre::BySkeletonDef::BySkeletonDef | ( | const SkeletonDef * | skeletonDef, |
| size_t | threadCount ) |
References skeletonDefName.
| BoneMemoryManager Ogre::BySkeletonDef::boneMemoryManager |
| SkeletonDef const* Ogre::BySkeletonDef::skeletonDef |
| IdString Ogre::BySkeletonDef::skeletonDefName |
Referenced by operator==().
| FastArray<SkeletonInstance*> Ogre::BySkeletonDef::skeletons |
MUST be sorted by location in its BoneMemoryManager's slot (in order to update in parallel without causing race conditions) @See threadStarts.
One per thread (plus one), tells where we should start from in each thread.
It's not exactly skeletons.size() / mNumWorkerThreads because we need to account that instances that share the same memory block.