Use clamp

This commit is contained in:
luiscuenca 2018-11-06 10:15:17 -07:00
parent 0f183b409b
commit 0f1b12475e

View file

@ -1191,8 +1191,7 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
_networkPoseSet._relativePoses = _networkNode->evaluate(_networkVars, context, deltaTime, networkTriggersOut);
_networkAnimState.blendTime += deltaTime;
alpha = _computeNetworkAnimation ? (_networkAnimState.blendTime / TOTAL_BLEND_TIME) : (1.0f - (_networkAnimState.blendTime / TOTAL_BLEND_TIME));
alpha = alpha > 1.0f ? 1.0f : alpha;
alpha = alpha < 0.0f ? 0.0f : alpha;
alpha = glm::clamp(alpha, 0.0f, 1.0f);
for (size_t i = 0; i < _networkPoseSet._relativePoses.size(); i++) {
_networkPoseSet._relativePoses[i].blend(_internalPoseSet._relativePoses[i], alpha);
}