80 lines
1.9 KiB
Haxe
80 lines
1.9 KiB
Haxe
package leenkx.logicnode;
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import leenkx.object.AnimationExtension;
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import iron.object.Object;
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import iron.object.BoneAnimation;
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import iron.math.Vec4;
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import iron.math.Mat4;
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class BoneIKNode extends LogicNode {
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public var property0: String; //2 Bone or FABRIK
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#if lnx_skin
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var object: Object;
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var boneName: String;
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var animMats: Array<Mat4>;
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var goal: Vec4;
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var pole: Vec4;
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var poleEnabled: Bool;
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var rollAngle: Float;
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var influence: Float;
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var layerMask: Null<Int>;
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var chainLength: Int;
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var maxIterartions: Int;
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var precision: Float;
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var animation: BoneAnimation;
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var ready = false;
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#end
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public function new(tree: LogicTree) {
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super(tree);
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}
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#if lnx_skin
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public function init(){
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object = inputs[0].get();
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assert(Error, object != null, "The object input not be null");
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animation = object.getBoneAnimation(object.uid);
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assert(Error, animation != null, "The object does not have armatureanimation");
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ready = true;
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}
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override function get(from: Int): Dynamic {
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return function (animMats: Array<Mat4>) {
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if(! ready) init();
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inputs[1].get()(animMats);
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boneName = inputs[2].get();
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goal = inputs[3].get();
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poleEnabled = inputs[4].get();
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pole = inputs[5].get();
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rollAngle = inputs[6].get();
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influence = inputs[7].get();
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layerMask = inputs[8].get();
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var bone = animation.getBone(boneName);
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if(! poleEnabled) pole = null;
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switch (property0) {
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case "2 Bone":
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AnimationExtension.solveTwoBoneIKBlend(animation, animMats, bone, goal, pole,
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rollAngle, influence, layerMask);
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case "FABRIK":
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chainLength = inputs[9].get();
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maxIterartions = inputs[10].get();
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precision = inputs[11].get();
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AnimationExtension.solveIKBlend(animation, animMats, bone, goal, precision, maxIterartions,
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chainLength, pole, rollAngle, influence, layerMask);
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}
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}
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}
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#end
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}
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