From 2d1304e0703420490210c65eebcc746a2d35881f Mon Sep 17 00:00:00 2001 From: "Anthony J. Thibault" Date: Tue, 16 Feb 2016 18:00:45 -0800 Subject: [PATCH] AnimInverseKinematics: use glm::clamp for clarity. --- libraries/animation/src/AnimInverseKinematics.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/animation/src/AnimInverseKinematics.cpp b/libraries/animation/src/AnimInverseKinematics.cpp index 4402bf266a..ff1dea3d48 100644 --- a/libraries/animation/src/AnimInverseKinematics.cpp +++ b/libraries/animation/src/AnimInverseKinematics.cpp @@ -278,7 +278,7 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe if (axisLength > MIN_AXIS_LENGTH) { // compute angle of rotation that brings tip closer to target axis /= axisLength; - float cosAngle = std::min(std::max(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f), 1.0f); + float cosAngle = glm::clamp(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f, 1.0f); float angle = acosf(cosAngle); const float MIN_ADJUSTMENT_ANGLE = 1.0e-4f; if (angle > MIN_ADJUSTMENT_ANGLE) {