63 lines
1.3 KiB
Haxe
63 lines
1.3 KiB
Haxe
package armory.logicnode;
|
|
|
|
import iron.object.Object;
|
|
import iron.object.BoneAnimation;
|
|
import iron.math.Vec4;
|
|
|
|
class BoneIKNode extends LogicNode {
|
|
|
|
var goal: Vec4;
|
|
var pole: Vec4;
|
|
var poleEnabled: Bool;
|
|
var chainLength: Int;
|
|
var maxIterartions: Int;
|
|
var precision: Float;
|
|
var rollAngle: Float;
|
|
|
|
var notified = false;
|
|
|
|
public function new(tree: LogicTree) {
|
|
super(tree);
|
|
}
|
|
|
|
override function run(from: Int) {
|
|
#if arm_skin
|
|
|
|
var object: Object = inputs[1].get();
|
|
var boneName: String = inputs[2].get();
|
|
goal = inputs[3].get();
|
|
poleEnabled = inputs[4].get();
|
|
pole = inputs[5].get();
|
|
chainLength = inputs[6].get();
|
|
maxIterartions = inputs[7].get();
|
|
precision = inputs[8].get();
|
|
rollAngle = inputs[9].get();
|
|
|
|
if (object == null || goal == null) return;
|
|
var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
|
|
if (anim == null) anim = object.getParentArmature(object.name);
|
|
|
|
var bone = anim.getBone(boneName);
|
|
|
|
if(! poleEnabled) pole = null;
|
|
|
|
function solveBone() {
|
|
//Solve IK
|
|
anim.solveIK(bone, goal, precision, maxIterartions, chainLength, pole, rollAngle);
|
|
|
|
//Remove this method from animation loop after IK
|
|
anim.removeUpdate(solveBone);
|
|
notified = false;
|
|
}
|
|
|
|
if (!notified) {
|
|
anim.notifyOnUpdate(solveBone);
|
|
notified = true;
|
|
}
|
|
|
|
runOutput(0);
|
|
|
|
#end
|
|
}
|
|
}
|