A resource that operates on bones in a [Skeleton3D].
</brief_description>
<description>
This resource provides an interface that can be expanded so code that operates on bones in a [Skeleton3D] can be mixed and matched together to create complex interactions.
This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.
</description>
<tutorials>
</tutorials>
<methods>
<methodname="_execute"qualifiers="virtual">
<returntype="void"/>
<argumentindex="0"name="delta"type="float"/>
<description>
Executes the given modification. This is where the modification performs whatever function it is designed to do.
Sets up the modification so it can be executed. This function should be called automatically by the [SkeletonModificationStack3D] containing this modification.
If you need to initialize a modification before use, this is the place to do it!
</description>
</method>
<methodname="clamp_angle">
<returntype="float"/>
<argumentindex="0"name="angle"type="float"/>
<argumentindex="1"name="min"type="float"/>
<argumentindex="2"name="max"type="float"/>
<argumentindex="3"name="invert"type="bool"/>
<description>
Takes a angle and clamps it so it is within the passed-in [code]min[/code] and [code]max[/code] range. [code]invert[/code] will inversely clamp the angle, clamping it to the range outside of the given bounds.
</description>
</method>
<methodname="get_is_setup"qualifiers="const">
<returntype="bool"/>
<description>
Returns whether this modification has been successfully setup or not.
</description>
</method>
<methodname="get_modification_stack">
<returntype="SkeletonModificationStack3D"/>
<description>
Returns the [SkeletonModificationStack3D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
</description>
</method>
<methodname="set_is_setup">
<returntype="void"/>
<argumentindex="0"name="is_setup"type="bool"/>
<description>
Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack3D] the modification is bound to should handle setting the modification up.
The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.