Fix glTF pose sampled at the end of an animation returning a pose from the start (#6048)

GetPoseAtTimeGLTF searches for the interval containing the requested time
with (tstart <= time) && (time < tend). A time equal to the last keyframe
satisfies no interval, so the loop ends without a match and keyframe stays
at its 0 default, making the function return a pose from the beginning of
the animation.

LoadModelAnimationsGLTF samples at t = j/60 for j in [0, keyframeCount),
with keyframeCount = (int)(duration*60) + 1, so the last sample lands
exactly on the end of the animation whenever duration*60 is a whole
number. The last pose of those clips is wrong, which looks like a jerk
right before the animation ends.

Measured on a glTF with a 0.85 s clip: the delta between the last two
poses was 23x the median delta between consecutive poses; with this
change it is 0.3x, in line with every other step.
This commit is contained in:
Federico Andres
2026-08-11 16:13:19 -03:00
committed by GitHub
parent 1225932449
commit 868413839a

View File

@@ -6390,6 +6390,7 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
float tstart = 0.0f;
float tend = 0.0f;
int keyframe = 0; // Defaults to first pose
bool found = false;
for (int i = 0; i < (int)input->count - 1; i++)
{
@@ -6402,10 +6403,26 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
if ((tstart <= time) && (time < tend))
{
keyframe = i;
found = true;
break;
}
}
// No interval contains a time at (or past) the last keyframe, because the
// search above requires time < tend: clamp to the edge interval instead of
// falling back to keyframe 0, which returns a pose from the start
if (!found && ((int)input->count >= 2))
{
keyframe = (int)input->count - 2;
float tfirst = 0.0f;
if (!cgltf_accessor_read_float(input, 0, &tfirst, 1)) return false;
if (time < tfirst) keyframe = 0;
if (!cgltf_accessor_read_float(input, keyframe, &tstart, 1)) return false;
if (!cgltf_accessor_read_float(input, keyframe + 1, &tend, 1)) return false;
}
// Constant animation, no need to interpolate
if (FloatEquals(tend, tstart))
{