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.
This commit is contained in:
parent
c34b110784
commit
6770a9413b
1 changed files with 4 additions and 4 deletions
|
@ -5633,8 +5633,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
|
||||||
animation->track_set_path(track_idx, node_path);
|
animation->track_set_path(track_idx, node_path);
|
||||||
//first determine animation length
|
//first determine animation length
|
||||||
|
|
||||||
const float increment = 1.0 / float(bake_fps);
|
const double increment = 1.0 / bake_fps;
|
||||||
float time = 0.0;
|
double time = 0.0;
|
||||||
|
|
||||||
Vector3 base_pos;
|
Vector3 base_pos;
|
||||||
Quat base_rot;
|
Quat base_rot;
|
||||||
|
@ -5724,8 +5724,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
|
// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
|
||||||
const float increment = 1.0 / float(bake_fps);
|
const double increment = 1.0 / bake_fps;
|
||||||
float time = 0.0;
|
double time = 0.0;
|
||||||
bool last = false;
|
bool last = false;
|
||||||
while (true) {
|
while (true) {
|
||||||
_interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
|
_interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
|
||||||
|
|
Loading…
Reference in a new issue