diff options
Diffstat (limited to 'scene/resources/skeleton_modification_2d_ccdik.cpp')
-rw-r--r-- | scene/resources/skeleton_modification_2d_ccdik.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/scene/resources/skeleton_modification_2d_ccdik.cpp b/scene/resources/skeleton_modification_2d_ccdik.cpp index 6eab8d4afe..7adaf1452c 100644 --- a/scene/resources/skeleton_modification_2d_ccdik.cpp +++ b/scene/resources/skeleton_modification_2d_ccdik.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -205,8 +205,8 @@ void SkeletonModification2DCCDIK::_execute_ccdik_joint(int p_joint_idx, Node2D * } else { // How to rotate from the tip: get the difference of rotation needed from the tip to the target, from the perspective of the joint. // Because we are only using the offset, we do not need to account for the bone angle of the Bone2D node. - float joint_to_tip = operation_transform.get_origin().angle_to_point(p_tip->get_global_position()); - float joint_to_target = operation_transform.get_origin().angle_to_point(p_target->get_global_position()); + float joint_to_tip = p_tip->get_global_position().angle_to_point(operation_transform.get_origin()); + float joint_to_target = p_target->get_global_position().angle_to_point(operation_transform.get_origin()); operation_transform.set_rotation( operation_transform.get_rotation() + (joint_to_target - joint_to_tip)); } |