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2025-01-22 16:18:30 +01:00
from lnx.logicnode.lnx_nodes import *
class BoneIKNode(LnxLogicTreeNode):
"""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'
lnx_version = 3
lnx_section = 'armature'
NUM_STATIC_INS = 9
def update_advanced(self, context):
self.update_sockets(context)
property0: HaxeEnumProperty(
'property0',
items = [('2 Bone', '2 Bone', '2 Bone'),
('FABRIK', 'FABRIK', 'FABRIK')],
name='', default='2 Bone', update=update_advanced)
def lnx_init(self, context):
self.add_input('LnxNodeSocketObject', 'Object')
self.add_input('LnxNodeSocketAnimTree', 'Action')
self.add_input('LnxStringSocket', 'Bone')
self.add_input('LnxVectorSocket', 'Goal Position')
self.add_input('LnxBoolSocket', 'Enable Pole')
self.add_input('LnxVectorSocket', 'Pole Position')
self.add_input('LnxFloatSocket', 'Roll Angle')
self.add_input('ArmFactorSocket', 'Influence', default_value = 1.0)
self.add_input('LnxIntSocket', 'Bone Group', default_value = 0)
self.add_output('LnxNodeSocketAnimTree', 'Result')
self.update_sockets(context)
def update_sockets(self, context):
remove_list = []
for i in range(BoneIKNode.NUM_STATIC_INS, len(self.inputs)):
remove_list.append(self.inputs[i])
for i in remove_list:
self.inputs.remove(i)
if self.property0 == 'FABRIK':
self.add_input('LnxIntSocket', 'Chain Length')
self.add_input('LnxIntSocket', 'Max Iterations', 10)
self.add_input('LnxFloatSocket', 'Precision', 0.01)
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.lnx_version not in (0, 1, 2):
raise LookupError()
return NodeReplacement(
'LNBoneIKNode', self.lnx_version, 'LNBoneIKNode', 3,
in_socket_mapping={}, out_socket_mapping={}
)