armory/blender/arm/logicnode/animation/LN_bone_ik.py
2021-07-25 16:47:32 +02:00

51 lines
2.1 KiB
Python

from arm.logicnode.arm_nodes import *
class BoneIKNode(ArmLogicTreeNode):
"""Performs inverse kinematics on the selected armature with specified bone.
@input Object: Armature on which IK should be performed.
@input Bone: Effector or tip bone for the inverse kinematics
@input Goal Position: Position in world coordinates the effector bone will track to
@input Enable Pole: Bend IK solution towards pole location
@input Pole Position: Location of the pole in world coordinates
@input Chain Length: Number of bones to include in the IK solver including the effector. If set to 0, all bones from effector to the root bone of the armature will be considered.
@input Max Iterations: Maximum allowed FABRIK iterations to solve for IK. For longer chains, more iterations are needed.
@input Precision: Presition of IK to stop at. It is described as a tolerence in length. Typically 0.01 is a good value.
@input Roll Angle: Roll the bones along their local axis with specified radians. set 0 for no extra roll.
"""
bl_idname = 'LNBoneIKNode'
bl_label = 'Bone IK'
arm_version = 2
arm_section = 'armature'
def arm_init(self, context):
self.add_input('ArmNodeSocketAction', 'In')
self.add_input('ArmNodeSocketObject', 'Object')
self.add_input('ArmStringSocket', 'Bone')
self.add_input('ArmVectorSocket', 'Goal Position')
self.add_input('ArmBoolSocket', 'Enable Pole')
self.add_input('ArmVectorSocket', 'Pole Position')
self.add_input('ArmIntSocket', 'Chain Length')
self.add_input('ArmIntSocket', 'Max Iterations', 10)
self.add_input('ArmFloatSocket', 'Precision', 0.01)
self.add_input('ArmFloatSocket', 'Roll Angle')
self.add_output('ArmNodeSocketAction', 'Out')
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.arm_version not in (0, 1):
raise LookupError()
return NodeReplacement(
'LNBoneIKNode', self.arm_version, 'LNBoneIKNode', 2,
in_socket_mapping={0:0, 1:1, 2:2, 3:3}, out_socket_mapping={0:0}
)