Fix running animation hitching by using duration subtraction instead of fmod

Replace floating-point fmod() with iterative duration subtraction to preserve precision.
When animation time accumulates over many loops, fmod() loses precision with large values,
causing subtle jumps/hitches in looping animations. Subtracting the duration instead keeps
animationTime bounded in [0, duration) and avoids precision loss.
This commit is contained in:
Kelsi 2026-03-11 17:02:15 -07:00
parent eb3cdbcc5f
commit b7479cbb50

View file

@ -1648,7 +1648,13 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
inst.animationTime += deltaTime * 1000.0f;
if (seq.duration > 0 && inst.animationTime >= static_cast<float>(seq.duration)) {
if (inst.animationLoop) {
inst.animationTime = std::fmod(inst.animationTime, static_cast<float>(seq.duration));
// Subtract duration instead of fmod to preserve float precision
// fmod() loses precision with large animationTime values
inst.animationTime -= static_cast<float>(seq.duration);
// Clamp to [0, duration) to handle multiple loops in one frame
while (inst.animationTime >= static_cast<float>(seq.duration)) {
inst.animationTime -= static_cast<float>(seq.duration);
}
} else {
// One-shot animation finished: return to Stand (0) unless dead
if (inst.currentAnimationId != 1 /*Death*/) {