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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@@ -46,11 +46,11 @@
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// class LLHeadRotMotion
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//-----------------------------------------------------------------------------
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class LLHeadRotMotion :
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public LLMotion
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public AIMaskedMotion
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{
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public:
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// Constructor
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LLHeadRotMotion(const LLUUID &id);
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LLHeadRotMotion(LLUUID const& id, LLMotionController& controller);
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// Destructor
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virtual ~LLHeadRotMotion();
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@@ -62,7 +62,7 @@ public:
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// static constructor
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// all subclasses must implement such a function and register it
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static LLMotion *create(const LLUUID &id) { return new LLHeadRotMotion(id); }
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static LLMotion* create(LLUUID const& id, LLMotionController& controller) { return new LLHeadRotMotion(id, controller); }
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public:
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//-------------------------------------------------------------------------
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@@ -94,19 +94,11 @@ public:
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// must return true to indicate success and be available for activation
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virtual LLMotionInitStatus onInitialize(LLCharacter *character);
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// called when a motion is activated
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// must return TRUE to indicate success, or else
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// it will be deactivated
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virtual BOOL onActivate();
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// called per time step
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// must return TRUE while it is active, and
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// must return FALSE when the motion is completed.
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virtual BOOL onUpdate(F32 time, U8* joint_mask);
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// called when a motion is deactivated
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virtual void onDeactivate();
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public:
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//-------------------------------------------------------------------------
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// joint states to be animated
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@@ -129,11 +121,11 @@ public:
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// class LLEyeMotion
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//-----------------------------------------------------------------------------
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class LLEyeMotion :
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public LLMotion
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public AIMaskedMotion
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{
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public:
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// Constructor
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LLEyeMotion(const LLUUID &id);
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LLEyeMotion(LLUUID const& id, LLMotionController& controller);
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// Destructor
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virtual ~LLEyeMotion();
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@@ -145,7 +137,7 @@ public:
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// static constructor
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// all subclasses must implement such a function and register it
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static LLMotion *create( const LLUUID &id) { return new LLEyeMotion(id); }
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static LLMotion* create(LLUUID const& id, LLMotionController& controller) { return new LLEyeMotion(id, controller); }
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public:
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//-------------------------------------------------------------------------
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@@ -177,11 +169,6 @@ public:
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// must return true to indicate success and be available for activation
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virtual LLMotionInitStatus onInitialize(LLCharacter *character);
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// called when a motion is activated
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// must return TRUE to indicate success, or else
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// it will be deactivated
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virtual BOOL onActivate();
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// called per time step
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// must return TRUE while it is active, and
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// must return FALSE when the motion is completed.
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