OGRE 2.1
Object-Oriented Graphics Rendering Engine
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This is how the Skeleton system works in 2.0: There is one BoneMemoryManager per skeleton. More...
#include <OgreSkeletonAnimManager.h>
Public Types | |
typedef list< BySkeletonDef >::type | BySkeletonDefList |
Public Member Functions | |
SkeletonInstance * | createSkeletonInstance (const SkeletonDef *skeletonDef, size_t numWorkerThreads) |
Creates an instance of a skeleton based on the given definition. | |
void | destroySkeletonInstance (SkeletonInstance *skeletonInstance) |
Public Attributes | |
BySkeletonDefList | bySkeletonDefs |
This is how the Skeleton system works in 2.0: There is one BoneMemoryManager per skeleton.
That means the same BoneMemoryManager manages the allocation of Bone data of all instances based on the same Skeleton definition. In other words, the skeletal animation system has been greatly optimized for the case where there are many instances sharing the same skeleton (regardless of how many animations are in use or if some instances use many more animations at the same time than others).
SkeletonInstance * Ogre::SkeletonAnimManager::createSkeletonInstance | ( | const SkeletonDef * | skeletonDef, |
size_t | numWorkerThreads | ||
) |
Creates an instance of a skeleton based on the given definition.
void Ogre::SkeletonAnimManager::destroySkeletonInstance | ( | SkeletonInstance * | skeletonInstance | ) |
BySkeletonDefList Ogre::SkeletonAnimManager::bySkeletonDefs |