Improve bone FK node to accept transform in world space
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@ -1,5 +1,7 @@
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package armory.logicnode;
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import iron.math.Quat;
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import iron.math.Vec4;
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import iron.object.Object;
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import iron.object.BoneAnimation;
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import iron.math.Mat4;
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@ -26,21 +28,27 @@ class BoneFKNode extends LogicNode {
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var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
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if (anim == null) anim = object.getParentArmature(object.name);
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// Manipulating bone in world space
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// Get bone in armature
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var bone = anim.getBone(boneName);
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/* m = anim.getBoneMat(bone);
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w = anim.getAbsMat(bone); */
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function moveBone() {
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/* m.setFrom(w);
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m.multmat(transform);
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iw.getInverse(w);
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m.multmat(iw); */
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//trace("Perform FK");
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anim.setBoneMatFromWorldMat(transform.clone(), bone);
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var t2 = Mat4.identity();
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var loc= new Vec4();
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var rot = new Quat();
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var scl = new Vec4();
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//Set scale to Armature scale. Bone scaling not yet implemented
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t2.setFrom(transform);
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t2.decompose(loc, rot, scl);
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scl = object.transform.world.getScale();
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t2.compose(loc, rot, scl);
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//Set the bone local transform from world transform
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anim.setBoneMatFromWorldMat(t2, bone);
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//Remove this method from animation loop after FK
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anim.removeUpdate(moveBone);
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//trace("FK removed");
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notified = false;
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}
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