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Ogre::InstanceManager Class Reference
Core » Scene

This is the main starting point for the manual instancing system. More...

`#include <OgreInstanceManager.h>`

Inheritance diagram for Ogre::InstanceManager:
[legend]

## Public Types

enum | BatchSettingId { CAST_SHADOWS = 0 , SHOW_BOUNDINGBOX , NUM_SETTINGS }
| Values to be used in setSetting() & BatchSettings::setting. More...
typedef ConstVectorIterator< InstanceBatchVec > | InstanceBatchIterator
typedef ConstMapIterator< InstanceBatchMap > | InstanceBatchMapIterator
enum | InstancingTechnique { ShaderBased , TextureVTF , HWInstancingBasic , HWInstancingVTF , InstancingTechniquesCount }

## Public Member Functions

| InstanceManager (const String &customName, SceneManager *sceneManager, const String &meshName, const String &groupName, InstancingTechnique instancingTechnique, uint16 instancingFlags, size_t instancesPerBatch, unsigned short subMeshIdx, bool useBoneMatrixLookup=false)
| ~InstanceManager ()
void | _addDirtyBatch (InstanceBatch *dirtyBatch)
| Called by an InstanceBatch when it requests their bounds to be updated for proper culling.
void | _updateDirtyBatches (void)
| Called by SceneManager when we told it we have at least one dirty batch.
void | cleanupEmptyBatches (void)
| This function can be useful to improve CPU speed after having too many instances created, which where now removed, thus freeing many batches with zero used Instanced Entities However the batches aren't automatically removed from memory until the InstanceManager is destroyed, or this function is called.
InstancedEntity * | createInstancedEntity (const String &materialName)
| Creates an InstancedEntity.
void | defragmentBatches (bool optimizeCulling)
| After creating many entities (which turns in many batches) and then removing entities that are in the middle of these batches, there might be many batches with many free entities.
InstanceBatchIterator | getInstanceBatchIterator (const String &materialName) const
| Get non-updateable iterator over instance batches for given material.
InstanceBatchMapIterator | getInstanceBatchMapIterator (void) const
| Get non-updateable iterator over instance batches per material.
InstancingTechnique | getInstancingTechnique () const
size_t | getMaxOrBestNumInstancesPerBatch (const String &materialName, size_t suggestedSize, uint16 flags)
| Calculates the maximum (or the best amount, depending on flags) of instances per batch given the suggested size for the technique this manager was created for.
const String & | getName () const
unsigned char | getNumCustomParams () const
SceneManager * | getSceneManager () const
bool | getSetting (BatchSettingId id, const String &materialName) const
| If settings for the given material didn't exist, default value is returned.
bool | hasSettings (const String &materialName) const
| Returns true if settings were already created for the given material name.
void | setBatchesAsStaticAndUpdate (bool bStatic)
| Tells this batch to stop updating animations, positions, rotations, and display all it's active instances.
void | setInstancesPerBatch (size_t instancesPerBatch)
| Raises an exception if trying to change it after creating the first InstancedEntity The actual value may be less if the technique doesn't support having so much.
void | setMaxLookupTableInstances (size_t maxLookupTableInstances)
| Sets the size of the lookup table for techniques supporting bone lookup table.
void | setNumCustomParams (unsigned char numCustomParams)
| Sets the number of custom parameters per instance.
void | setSetting (BatchSettingId id, bool enabled, const String &materialName=BLANKSTRING)
| Applies a setting for all batches using the same material.

## Detailed Description

This is the main starting point for the manual instancing system.

Instancing allows to save both memory and draw calls. While StaticGeometry stores 500 times the same object in a batch to display 500 objects, a hardware instancing implementation stores the object once, and then re-uses the vertex data with different shader parameter. You can move the batched objects independently of one another which you cannot do with StaticGeometry.

Each InstanceManager can control one technique and one mesh, but it can manage multiple materials at the same time. SceneManager::createInstanceManager, which creates this InstanceManager. Each one must have a unique name. It's wasteless to create two InstanceManagers with the same mesh reference, instancing technique and instances per batch count. This class takes care of managing batches automatically, so that more are created when needed, and reuse existing ones as much as possible; thus the user doesn't have to worry of managing all those low level issues.

See also
  InstanceBatch
  InstancedEntity
  Design discussion thread: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902

The documentation for this class was generated from the following file:

- OgreInstanceManager.h