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Fix ik_look_at.gd.
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@ -1,4 +1,3 @@
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tool
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extends Spatial
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extends Spatial
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export(NodePath) var skeleton_path setget _set_skeleton_path
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export(NodePath) var skeleton_path setget _set_skeleton_path
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@ -78,20 +77,19 @@ func update_skeleton():
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return
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return
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# get the bone's global transform pose.
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# get the bone's global transform pose.
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var rest = skeleton_to_use.get_bone_global_pose(bone)
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var rest : Transform = skeleton_to_use.get_bone_global_pose_no_override(bone)
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# Convert our position relative to the skeleton's transform.
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# Convert our position relative to the skeleton's transform.
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var target_pos = skeleton_to_use.global_transform.xform_inv(global_transform.origin)
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var target_pos : Vector3 = skeleton_to_use.global_transform.xform_inv(global_transform.origin)
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# Call helper's look_at function with the chosen up axis.
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# Call helper's look_at function with the chosen up axis.
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if look_at_axis == 0:
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if look_at_axis == 0:
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rest = rest.looking_at(target_pos, Vector3.RIGHT)
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rest = rest.looking_at(target_pos, skeleton_to_use.global_transform.xform_inv(Vector3.RIGHT))
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elif look_at_axis == 1:
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elif look_at_axis == 1:
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rest = rest.looking_at(target_pos, Vector3.UP)
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rest = rest.looking_at(target_pos, skeleton_to_use.global_transform.xform_inv(Vector3.UP))
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elif look_at_axis == 2:
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elif look_at_axis == 2:
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rest = rest.looking_at(target_pos, Vector3.FORWARD)
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rest = rest.looking_at(target_pos, skeleton_to_use.global_transform.xform_inv(Vector3.FORWARD))
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else:
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else:
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rest = rest.looking_at(target_pos, Vector3.UP)
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rest = rest.looking_at(target_pos, skeleton_to_use.global_transform.xform_inv(Vector3.UP))
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if debug_messages:
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if debug_messages:
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print(name, " - IK_LookAt: Unknown look_at_axis value!")
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print(name, " - IK_LookAt: Unknown look_at_axis value!")
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