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