Speed up of particular inefficient part related to motions.
For these standard motions, the viewer likes to very frequently flood-call startMotion/stopMotion sometimes, which at the very least needs a LLUUID lookup in a std::map. In particular, this is done for two of them for every avatar in the sim every frame. This code makes it possible to test if that makes sense by merely doing a bit test. Conflicts: indra/llcharacter/llkeyframemotion.h
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@@ -49,7 +49,7 @@ S32 LLEditingMotion::sHandPosePriority = 3;
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// LLEditingMotion()
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// Class Constructor
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//-----------------------------------------------------------------------------
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LLEditingMotion::LLEditingMotion( const LLUUID &id) : LLMotion(id)
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LLEditingMotion::LLEditingMotion(LLUUID const& id, LLMotionController& controller) : AIMaskedMotion(id, controller, ANIM_AGENT_EDITING)
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{
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mCharacter = NULL;
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@@ -155,7 +155,7 @@ BOOL LLEditingMotion::onActivate()
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mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
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mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
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return TRUE;
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return AIMaskedMotion::onActivate();
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}
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//-----------------------------------------------------------------------------
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@@ -256,12 +256,4 @@ BOOL LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
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return result;
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}
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//-----------------------------------------------------------------------------
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// LLEditingMotion::onDeactivate()
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//-----------------------------------------------------------------------------
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void LLEditingMotion::onDeactivate()
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{
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}
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// End
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