Merge pull request #115303 from TokageItLab/tweak-ik3d-doc
Tweak IKModifier3D docs and comment
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1d0a3c8c72
3 changed files with 2 additions and 1 deletions
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@ -9,5 +9,6 @@
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[b]Note:[/b] When the target is close to the root, it tends to produce zig-zag patterns, resulting in unnatural visual movement.
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</description>
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<tutorials>
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<link title="Inverse Kinematics Returns to Godot 4.6 - IKModifier3D">https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes</link>
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</tutorials>
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</class>
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@ -7,6 +7,7 @@
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Base class of [SkeletonModifier3D]s that has some joint lists and applies inverse kinematics. This class has some structs, enums, and helper methods which are useful to solve inverse kinematics.
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</description>
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<tutorials>
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<link title="Inverse Kinematics Returns to Godot 4.6 - IKModifier3D">https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes</link>
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</tutorials>
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<methods>
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<method name="clear_settings">
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@ -770,7 +770,6 @@ void TwoBoneIK3D::_process_ik(Skeleton3D *p_skeleton, double p_delta) {
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}
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void TwoBoneIK3D::_process_joints(double p_delta, Skeleton3D *p_skeleton, TwoBoneIK3DSetting *p_setting, const Vector3 &p_destination, const Vector3 &p_pole_destination) {
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// Solve the IK for this iteration.
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Vector3 destination = p_destination;
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// Make vector from root to destination.
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