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A common bug with using acos and asin is that input outside -1 to 1 range will result in Nan output. This can occur due to floating point error in the input. The standard solution is to provide safe_acos function with clamped input. For Godot it may make more sense to make the standard functions safe. |
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bone_attachment.cpp | ||
bone_attachment.h | ||
physical_bone.cpp | ||
physical_bone.h | ||
skeleton_ik.cpp | ||
skeleton_ik.h | ||
skeleton.cpp | ||
skeleton.h |