diff options
author | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2017-11-16 19:24:53 +0000 |
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committer | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2017-11-16 19:24:53 +0000 |
commit | 2f1b75f03e8066b54d9dae16ab29095752c4ee8a (patch) | |
tree | 61ca8d02d2e947c07b86d3c860f6209d0f130d6a /indra/newview/llvoavatar.cpp | |
parent | 2c8007bc4b295b69b5b8a9c540876e402e6d63dc (diff) |
SL-704 - first pass cleaning up comments. Also added LLControlAvatar::initInstance() as a potential hook for optimizations.
Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r-- | indra/newview/llvoavatar.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index cdbe87de75..ea7214d937 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -1108,7 +1108,7 @@ void LLVOAvatar::cleanupClass() } // virtual -void LLVOAvatar::initInstance(void) +void LLVOAvatar::initInstance() { //------------------------------------------------------------------------- // register motions @@ -3470,7 +3470,7 @@ void LLVOAvatar::updateDebugText() LLVOVolume *volp = control_av->mRootVolp; if (volp) { - volp->requestInventory(); // AXON should be a no-op if already requested or fetched? + volp->requestInventory(); LLViewerInventoryItem* item = volp->getInventoryItemByAsset(motionp->getID()); if (item) { @@ -3658,10 +3658,9 @@ void LLVOAvatar::updateFootstepSounds() void LLVOAvatar::computeUpdatePeriod() { bool visually_muted = isVisuallyMuted(); - // AXON FIXME this expression is a crawling horror if (mDrawable.notNull() && isVisible() - && (!isSelf() || visually_muted) // AXON would the self ever be visually muted? + && (!isSelf() || visually_muted) && !mIsDummy && sUseImpostors && !mNeedsAnimUpdate @@ -3881,7 +3880,8 @@ void LLVOAvatar::updateTimeStep() bool is_pure_dummy = mIsDummy && !isControlAvatar(); if (!isSelf() && !is_pure_dummy) // ie, non-self avatars, and animated objects will be affected. { - // AXON note that sInstances counts animated objects and standard avatars in the same bucket. Is this desirable? + // AXON note that sInstances counts animated objects and + // standard avatars in the same bucket. Is this desirable? F32 time_quantum = clamp_rescale((F32)sInstances.size(), 10.f, 35.f, 0.f, 0.25f); F32 pixel_area_scale = clamp_rescale(mPixelArea, 100, 5000, 1.f, 0.f); F32 time_step = time_quantum * pixel_area_scale; @@ -3999,7 +3999,9 @@ void LLVOAvatar::updateRootPositionAndRotation(LLAgent& agent, F32 speed, bool w //-------------------------------------------------------------------- if (!isControlAvatar() && !isAnyAnimationSignaled(AGENT_NO_ROTATE_ANIMS, NUM_AGENT_NO_ROTATE_ANIMS)) { - // AXON - should we always skip for control avatars? Rotation fixups for avatars in motion, some may be relevant. + // AXON - should we always skip for control avatars? + // Rotation fixups for avatars in motion, some may be + // relevant. updateOrientation(agent, speed, delta_time); } } @@ -5999,7 +6001,6 @@ void LLVOAvatar::showAttachmentOverrides(bool verbose) const //----------------------------------------------------------------------------- // removeAttachmentOverridesForObject //----------------------------------------------------------------------------- -// AXON handle NPC case void LLVOAvatar::removeAttachmentOverridesForObject(LLViewerObject *vo) { if (vo->getAvatar() != this && vo->getAvatarAncestor() != this) @@ -6028,7 +6029,6 @@ void LLVOAvatar::removeAttachmentOverridesForObject(LLViewerObject *vo) //----------------------------------------------------------------------------- // removeAttachmentOverridesForObject //----------------------------------------------------------------------------- -// AXON handle NPC case void LLVOAvatar::removeAttachmentOverridesForObject(const LLUUID& mesh_id) { //Subsequent joints are relative to pelvis @@ -6107,7 +6107,7 @@ void LLVOAvatar::getGround(const LLVector3 &in_pos_agent, LLVector3 &out_pos_age LLVector3d z_vec(0.0f, 0.0f, 1.0f); LLVector3d p0_global, p1_global; - // AXON update for control avs? + // AXON UPDATE FOR CONTROL AVS? if (mIsDummy) { outNorm.setVec(z_vec); @@ -6137,7 +6137,7 @@ F32 LLVOAvatar::getTimeDilation() //----------------------------------------------------------------------------- F32 LLVOAvatar::getPixelArea() const { - // AXON update for control avatars + // AXON UPDATE FOR CONTROL AVATARS if (mIsDummy) { return 100000.f; @@ -6675,7 +6675,7 @@ U32 LLVOAvatar::getNumAnimatedObjectAttachments() const S32 LLVOAvatar::getMaxAnimatedObjectAttachments() const { S32 max_attach = 0; - // AXON remove after server testing done + // AXON REMOVE AFTER SERVER TESTING DONE if (gSavedSettings.getBOOL("AnimatedObjectsIgnoreLimits")) { max_attach = MAX_AGENT_ATTACHMENTS; |