|  | OGRE 2.1
    Object-Oriented Graphics Rendering Engine | 
#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.