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
This commit is contained in:
@@ -61,7 +61,7 @@ const F32 HAND_MORPH_BLEND_TIME = 0.2f;
|
||||
// LLHandMotion()
|
||||
// Class Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
LLHandMotion::LLHandMotion(const LLUUID &id) : LLMotion(id)
|
||||
LLHandMotion::LLHandMotion(LLUUID const& id, LLMotionController& controller) : AIMaskedMotion(id, controller, ANIM_AGENT_HAND_MOTION)
|
||||
{
|
||||
mCharacter = NULL;
|
||||
mLastTime = 0.f;
|
||||
@@ -112,7 +112,7 @@ BOOL LLHandMotion::onActivate()
|
||||
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
|
||||
mCharacter->updateVisualParams();
|
||||
}
|
||||
return TRUE;
|
||||
return AIMaskedMotion::onActivate();
|
||||
}
|
||||
|
||||
|
||||
@@ -235,14 +235,6 @@ BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask)
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// LLHandMotion::onDeactivate()
|
||||
//-----------------------------------------------------------------------------
|
||||
void LLHandMotion::onDeactivate()
|
||||
{
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// LLHandMotion::getHandPoseName()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user