Hey, so I'm kinda new to godot just started a few days ago and decided to make a project I've been working on for a while already, this is basically a four bar linkage mechanism simulation, the idea is that I can simulate any four bar linkage mechanism without problems and gets its position, velocity and acceleration
The way I'm constructing the mechanism is by having an scene being one linkage and then in a scene called Mechanism I use the script to add 4 childs being each of the four linkages (stand, input, coupler and output), then I calculate its initial position and just make it move at a given speed
These are the equations I'm using to calculate its positions:

The bottom linkage is static (stand), the one most to the left (the input) is moving and the other two move in accordance to those formulas (the coupler and output)
And this is what it ends up looking like:

Using basic principles of vector math what I do is that both the stand and input share an origin, the coupler has its origin on the tip of the input and the output has its origin on the tip of the stand, but as you can see in the image the coupler doesn't align with either the output or the input, I'm not sure why is this, my only guess is that is due to the precision of the floating points or something else
So, I'm kinda just asking if any of you have an idea of what could it be or you could find a workaround?