Wrap-around class that contains multiple ArrayMemoryManager, one per hierarchy depth.
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#include <OgreBoneMemoryManager.h>
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| | BoneMemoryManager () |
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| virtual | ~BoneMemoryManager () |
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| void | _growToDepth (const vector< size_t >::type &bonesPerDepth) |
| | Since skeleton's hierarchy structure is known beforehand, we use this information for setting a better optimal cleanup value, to avoid excessive stalls when destroying skeleton instances.
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| void | applyRebase (uint16 level, const MemoryPoolVec &newBasePtrs, const ArrayMemoryManager::PtrdiffVec &diffsList) override |
| | Called when the manager already grew it's memory pool to honour more node requests.
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| void | buildDiffList (uint16 level, const MemoryPoolVec &basePtrs, ArrayMemoryManager::PtrdiffVec &outDiffsList) override |
| | Called when the manager needs to grow it's memory pool to honour more node requests.
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| size_t | getFirstNode (BoneTransform &outTransform, size_t depth) |
| | Retrieves a Transform pointing to the first Node in the given depth.
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| size_t | getNumDepths () const |
| | Retrieves the number of depth levels that have been created.
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| void | migrateTo (BoneTransform &inOutTransform, size_t depth, BoneMemoryManager *dstBoneMemoryManager) |
| | Releases memory belonging to us, not before copying it into another manager.
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| void | nodeAttached (BoneTransform &outTransform, size_t depth) |
| | Requests memory for the given transform to be attached, transferring existing values inside to the new memory block.
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| void | nodeCreated (BoneTransform &outTransform, size_t depth) |
| | Requests memory for the given transform for the first, initializing values.
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| void | nodeDestroyed (BoneTransform &outTransform, size_t depth) |
| | Releases current memory.
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| void | nodeDettached (BoneTransform &outTransform, size_t depth) |
| | Releases current memory and requests memory from the root level.
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| void | nodeMoved (BoneTransform &inOutTransform, size_t oldDepth, size_t newDepth) |
| | Requests memory for the given Node to be moved to a different depth level, transferring existing values inside to the new memory slot.
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| void | performCleanup (uint16 level, const MemoryPoolVec &basePtrs, size_t const *elementsMemSizes, size_t startInstance, size_t diffInstances) override |
| | Called when too many nodes were destroyed in a non-LIFO fashion.
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| void | setBoneRebaseListener (BySkeletonDef *l) |
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Wrap-around class that contains multiple ArrayMemoryManager, one per hierarchy depth.
- Note that some SceneManager implementations (i.e. Octree like) may want to have more than one BoneMemoryManager, for example one per octant.
◆ BoneMemoryManager()
| Ogre::BoneMemoryManager::BoneMemoryManager |
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◆ ~BoneMemoryManager()
| virtual Ogre::BoneMemoryManager::~BoneMemoryManager |
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◆ _growToDepth()
| void Ogre::BoneMemoryManager::_growToDepth |
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const vector< size_t >::type & | bonesPerDepth | ) |
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Since skeleton's hierarchy structure is known beforehand, we use this information for setting a better optimal cleanup value, to avoid excessive stalls when destroying skeleton instances.
◆ applyRebase()
Called when the manager already grew it's memory pool to honour more node requests.
- See also
- buildDiffList() to know what mChunkPtr & mIndex needs to be set for each ArrayVector3/etc we have.
- Parameters
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| level | The hierarchy depth level |
| newBasePtrs | The new base ptr. |
| diffsList | The list built in buildDiffList |
Implements Ogre::ArrayMemoryManager::RebaseListener.
◆ buildDiffList()
Called when the manager needs to grow it's memory pool to honour more node requests.
See the class description on why we need to do this (to avoid C++ undefined behavior)
- Parameters
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| level | The hierarchy depth level |
| basePtrs | The base pointers from each pool so we can calculate the differences |
| outDiffsList | The list we'll generate. "outDiffsList" already has enough reserved space |
Implements Ogre::ArrayMemoryManager::RebaseListener.
◆ getFirstNode()
| size_t Ogre::BoneMemoryManager::getFirstNode |
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BoneTransform & | outTransform, |
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size_t | depth ) |
Retrieves a Transform pointing to the first Node in the given depth.
- Parameters
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| outTransform | [out] Transform with filled pointers to the first Node in this depth |
| depth | Current hierarchy level depth it belongs to. |
- Returns
- Number of Nodes in this depth level
◆ getNumDepths()
| size_t Ogre::BoneMemoryManager::getNumDepths |
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const |
Retrieves the number of depth levels that have been created.
◆ migrateTo()
Releases memory belonging to us, not before copying it into another manager.
- Parameters
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| inOutTransform | Valid Transform that belongs to us. Output will belong to the other memory mgr. |
| depth | Current hierarchy level depth it belongs to. |
| dstBoneMemoryManager | BoneMemoryManager that will now own the transform. |
References BoneMemoryManager().
◆ nodeAttached()
| void Ogre::BoneMemoryManager::nodeAttached |
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BoneTransform & | outTransform, |
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size_t | depth ) |
Requests memory for the given transform to be attached, transferring existing values inside to the new memory block.
- Parameters
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| outTransform | Transform with filled pointers |
| depth | Hierarchy level depth the node belongs to. If 0, nothing happens. |
◆ nodeCreated()
| void Ogre::BoneMemoryManager::nodeCreated |
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BoneTransform & | outTransform, |
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size_t | depth ) |
Requests memory for the given transform for the first, initializing values.
- Parameters
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| outTransform | Transform with filled pointers |
| depth | Hierarchy level depth. 0 if not connected. |
◆ nodeDestroyed()
| void Ogre::BoneMemoryManager::nodeDestroyed |
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BoneTransform & | outTransform, |
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size_t | depth ) |
Releases current memory.
- Parameters
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| outTransform | Transform with nullified pointers |
| depth | Current hierarchy level depth it belongs to. |
◆ nodeDettached()
| void Ogre::BoneMemoryManager::nodeDettached |
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BoneTransform & | outTransform, |
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size_t | depth ) |
Releases current memory and requests memory from the root level.
- outTransform.mParents[outTransform.mIndex] is reset to a dummy parent node
- Parameters
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| outTransform | Transform with filled pointers |
| depth | Current hierarchy level depth it belongs to. If 0, nothing happens. |
◆ nodeMoved()
| void Ogre::BoneMemoryManager::nodeMoved |
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BoneTransform & | inOutTransform, |
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size_t | oldDepth, |
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size_t | newDepth ) |
Requests memory for the given Node to be moved to a different depth level, transferring existing values inside to the new memory slot.
- Parameters
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| inOutTransform | Transform with filled pointers |
| oldDepth | Current hierarchy level depth it belongs to. |
| newDepth | Hierarchy level depth it wants to belongs to. |
◆ performCleanup()
| void Ogre::BoneMemoryManager::performCleanup |
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uint16 | level, |
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const MemoryPoolVec & | basePtrs, |
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size_t const * | elementsMemSizes, |
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size_t | startInstance, |
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size_t | diffInstances ) |
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overridevirtual |
Called when too many nodes were destroyed in a non-LIFO fashion.
Without cleaning up, the scene manager will waste CPU & bandwidth on processing vectors & matrices that are not in use. The more fragmented/unordered those removals were, the worst it is. Try to create everything static first, then dynamic content.
In a way, it's very similar to vector::remove(), as removing an element from the middle means we need to shift everything past that point one place (or more).
- Parameters
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| level | The hierarchy depth level |
| basePtrs | The base ptrs. |
| startInstance | The instance to which past that we need to shift |
| diffInstances | How many places we need to shift backwards. |
Implements Ogre::ArrayMemoryManager::RebaseListener.
◆ setBoneRebaseListener()
| void Ogre::BoneMemoryManager::setBoneRebaseListener |
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BySkeletonDef * | l | ) |
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inline |
The documentation for this class was generated from the following file: