GLTF import: Prevent significant numerical errors in keyframe times
Keyframe times shift slowly in imported animations, starting with a zero shift at the beginning and increasing and becoming erratic slowly farther into an animation, reaching significant levels at times after about 3 minutes into an animation. This commit fixes the issue by increasing the precision of the floating point numbers used for keyframe time calculations. Only the most significant cases that cause fast accumulation of errors over a short animation duration are fixed. Other cases that would have a marginal benefit from switching to double precision numbers are left for another PR/further analysis. Note that this change has no impact on the runtime performance of games/apps created using Godot. It only affects the GLTF importer. Fixes #47127.
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1 changed files with 4 additions and 4 deletions
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@ -5633,8 +5633,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
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animation->track_set_path(track_idx, node_path);
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//first determine animation length
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const float increment = 1.0 / float(bake_fps);
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float time = 0.0;
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const double increment = 1.0 / bake_fps;
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double time = 0.0;
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Vector3 base_pos;
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Quat base_rot;
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@ -5724,8 +5724,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
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}
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} else {
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// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
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const float increment = 1.0 / float(bake_fps);
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float time = 0.0;
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const double increment = 1.0 / bake_fps;
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double time = 0.0;
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bool last = false;
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while (true) {
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_interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
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