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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@@ -76,8 +76,8 @@ const F32 EYE_BLINK_TIME_DELTA = 0.005f; // time between one eye starting a blin
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// LLHeadRotMotion()
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// Class Constructor
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//-----------------------------------------------------------------------------
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LLHeadRotMotion::LLHeadRotMotion(const LLUUID &id) :
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LLMotion(id),
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LLHeadRotMotion::LLHeadRotMotion(LLUUID const& id, LLMotionController& controller) :
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AIMaskedMotion(id, controller, ANIM_AGENT_HEAD_ROT),
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mCharacter(NULL),
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mTorsoJoint(NULL),
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mHeadJoint(NULL)
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@@ -172,16 +172,6 @@ LLMotion::LLMotionInitStatus LLHeadRotMotion::onInitialize(LLCharacter *characte
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return STATUS_SUCCESS;
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}
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//-----------------------------------------------------------------------------
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// LLHeadRotMotion::onActivate()
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//-----------------------------------------------------------------------------
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BOOL LLHeadRotMotion::onActivate()
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{
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// LLHeadRotMotion::onUpdate()
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//-----------------------------------------------------------------------------
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@@ -266,19 +256,11 @@ BOOL LLHeadRotMotion::onUpdate(F32 time, U8* joint_mask)
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}
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//-----------------------------------------------------------------------------
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// LLHeadRotMotion::onDeactivate()
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//-----------------------------------------------------------------------------
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void LLHeadRotMotion::onDeactivate()
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{
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}
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//-----------------------------------------------------------------------------
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// LLEyeMotion()
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// Class Constructor
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//-----------------------------------------------------------------------------
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LLEyeMotion::LLEyeMotion(const LLUUID &id) : LLMotion(id)
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LLEyeMotion::LLEyeMotion(LLUUID const& id, LLMotionController& controller) : AIMaskedMotion(id, controller, ANIM_AGENT_EYE)
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{
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mCharacter = NULL;
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mEyeJitterTime = 0.f;
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@@ -346,16 +328,6 @@ LLMotion::LLMotionInitStatus LLEyeMotion::onInitialize(LLCharacter *character)
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return STATUS_SUCCESS;
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}
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//-----------------------------------------------------------------------------
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// LLEyeMotion::onActivate()
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//-----------------------------------------------------------------------------
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BOOL LLEyeMotion::onActivate()
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{
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// LLEyeMotion::onUpdate()
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//-----------------------------------------------------------------------------
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@@ -536,6 +508,8 @@ void LLEyeMotion::onDeactivate()
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{
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joint->setRotation(LLQuaternion::DEFAULT);
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}
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AIMaskedMotion::onDeactivate();
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}
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// End
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