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| NodeMemoryManager () |
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virtual | ~NodeMemoryManager () |
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SceneNode * | _getDummyNode (void) const |
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void | _setTwin (SceneMemoryMgrTypes memoryManagerType, NodeMemoryManager *twinMemoryManager) |
| @See mMemoryManagerType
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virtual void | applyRebase (uint16 level, const MemoryPoolVec &newBasePtrs, const ArrayMemoryManager::PtrdiffVec &diffsList) |
| Called when the manager already grew it's memory pool to honour more node requests.
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virtual void | buildDiffList (uint16 level, const MemoryPoolVec &basePtrs, ArrayMemoryManager::PtrdiffVec &outDiffsList) |
| Called when the manager needs to grow it's memory pool to honour more node requests.
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size_t | getFirstNode (Transform &outTransform, size_t depth) |
| Retrieves a Transform pointing to the first Node in the given depth.
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SceneMemoryMgrTypes | getMemoryManagerType () const |
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size_t | getNumDepths () const |
| Retrieves the number of depth levels that have been created.
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NodeMemoryManager * | getTwin () const |
| Note the return value can be null.
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void | migrateTo (Transform &inOutTransform, size_t depth, NodeMemoryManager *dstNodeMemoryManager) |
| Releases memory belonging to us, not before copying it into another manager.
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void | migrateTo (Transform &inOutTransform, size_t oldDepth, size_t newDepth, NodeMemoryManager *dstNodeMemoryManager) |
| Releases memory belonging to us, not before copying it into another manager.
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void | migrateToAndAttach (Transform &inOutTransform, size_t depth, NodeMemoryManager *dstNodeMemoryManager) |
| It's the same as calling: this->nodeAttached( transform, depth ); this->migrateTo( transform, depth, dstNodeMemoryManager ); Without unnecessary transfers.
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void | migrateToAndDetach (Transform &inOutTransform, size_t depth, NodeMemoryManager *dstNodeMemoryManager) |
| It's almost the same as calling: this->nodeDettached( transform, depth ); this->migrateTo( transform, 0, dstNodeMemoryManager ); Without unnecessary transfers and setting the correct dstNodeMemoryManager->mDummyNode.
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void | nodeAttached (Transform &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 (Transform &outTransform, size_t depth) |
| Requests memory for the given transform for the first, initializing values.
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void | nodeDestroyed (Transform &outTransform, size_t depth) |
| Releases current memory.
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void | nodeDettached (Transform &outTransform, size_t depth) |
| Releases current memory and requests memory from the root level.
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void | nodeMoved (Transform &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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virtual void | performCleanup (uint16 level, const MemoryPoolVec &basePtrs, size_t const *elementsMemSizes, size_t startInstance, size_t diffInstances) |
| Called when too many nodes were destroyed in a non-LIFO fashion.
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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 NodeMemoryManager, for example one per octant.
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.