- // Calculate a progress specific to each individual animator
- float progress(1.0f);
- const float animatorDuration = animator->GetDuration();
- if (animatorDuration > 0.0f) // animators can be "immediate"
- {
- progress = Clamp((elapsedSecondsClamped - intervalDelay) / animatorDuration, 0.0f , 1.0f );
- }
- animator->Update(bufferIndex, progress, bake);
-
- if (animatorDuration > 0.0f && (elapsedSecondsClamped - intervalDelay) <= animatorDuration)
- {
- mIsActive[bufferIndex] = true;
- }