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dragengine:modules:dragonscript:behavior_actorik

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dragengine:modules:dragonscript:behavior_actorik [2025/06/23 16:11] – [controllerIKRotation] dragonlorddragengine:modules:dragonscript:behavior_actorik [2025/06/23 16:14] (current) – [Element Class Example] dragonlord
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 ===== controllerIKRotation ===== ===== controllerIKRotation =====
-Name of the controller to assign IK rotatio to using //vector value//. If the controller is not found it is ignored.+Name of the controller to assign IK rotation to using //vector value//. If the controller is not found it is ignored.
   * Full name: ''actorIK.controllerIKRotation'' or ''actorIK(id).controllerIKRotation''   * Full name: ''actorIK.controllerIKRotation'' or ''actorIK(id).controllerIKRotation''
   * Type string   * Type string
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 ===== controllerIKHeight ===== ===== controllerIKHeight =====
 Name of the controller to assign IK height (Y axis position) to using //value//. If the controller is not found it is ignored. Name of the controller to assign IK height (Y axis position) to using //value//. If the controller is not found it is ignored.
-  * Full name: "actorIK.controllerIKHeightor "actorIK(id).controllerIKHeight"+  * Full name: ''actorIK.controllerIKHeight'' or ''actorIK(id).controllerIKHeight''
   * Type string   * Type string
   * Default Value ''ik.height''   * Default Value ''ik.height''
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 ===== controllerIKPan ===== ===== controllerIKPan =====
 Name of the controller to assign IK pan (X axis position) to using //value//. If the controller is not found it is ignored. Name of the controller to assign IK pan (X axis position) to using //value//. If the controller is not found it is ignored.
-  * Full name: "actorIK.controllerIKPanor "actorIK(id).controllerIKPan"+  * Full name: ''actorIK.controllerIKPan'' or ''actorIK(id).controllerIKPan''
   * Type string   * Type string
   * Default Value ''ik.pan''   * Default Value ''ik.pan''
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 ===== controllerIKDistance ===== ===== controllerIKDistance =====
 Name of the controller to assign IK distance (Z axis position) to using //value//. If the controller is not found it is ignored. Name of the controller to assign IK distance (Z axis position) to using //value//. If the controller is not found it is ignored.
-  * Full name: "actorIK.controllerIKDistanceor "actorIK(id).controllerIKDistance"+  * Full name: ''actorIK.controllerIKDistance'' or ''actorIK(id).controllerIKDistance''
   * Type string   * Type string
   * Default Value ''ik.distance''   * Default Value ''ik.distance''
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 ===== controllerIKAzimuth ===== ===== controllerIKAzimuth =====
 Name of the controller to assign IK azimuth (Y axis rotation) to using //value//. If the controller is not found it is ignored. Name of the controller to assign IK azimuth (Y axis rotation) to using //value//. If the controller is not found it is ignored.
-  * Full name: "actorIK.controllerIKAzimuthor "actorIK(id).controllerIKAzimuth"+  * Full name: ''actorIK.controllerIKAzimuth'' or ''actorIK(id).controllerIKAzimuth''
   * Type string   * Type string
   * Default Value ''ik.azimuth''   * Default Value ''ik.azimuth''
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 ===== controllerIKElevation ===== ===== controllerIKElevation =====
 Name of the controller to assign IK elevation (X axis rotation) to using //value//. If the controller is not found it is ignored. Name of the controller to assign IK elevation (X axis rotation) to using //value//. If the controller is not found it is ignored.
-  * Full name: "actorIK.controllerIKElevationor "actorIK(id).controllerIKElevation"+  * Full name: ''actorIK.controllerIKElevation'' or ''actorIK(id).controllerIKElevation''
   * Type string   * Type string
   * Default Value ''ik.elevation''   * Default Value ''ik.elevation''
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    public var ECBehaviorActorIK actorIK    public var ECBehaviorActorIK actorIK
        
-   public func new() super("ExampleObject")+   func new() super("ExampleObject")
      // the base actor class creates an actor animated behavior we can use      // the base actor class creates an actor animated behavior we can use
            
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    public var ECBehaviorActorIK.Instance actorIK    public var ECBehaviorActorIK.Instance actorIK
        
-   public func new()+   func new()
    end    end
        
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    // enable IK while this action is assigned to an actor then disable it again.    // enable IK while this action is assigned to an actor then disable it again.
    // using disable() instead of setEnabled(false) also clears the target    // using disable() instead of setEnabled(false) also clears the target
-   public func void activate()+   func void activate()
       super.activate()       super.activate()
       actorIK.setTarget(targetElementToTouch)       actorIK.setTarget(targetElementToTouch)
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    end    end
        
-   public func void deactivate()+   func void deactivate()
       actorIK.disable()       actorIK.disable()
       super.deactivate()       super.deactivate()
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    public var ECBehaviorActorIK actorIKRight    public var ECBehaviorActorIK actorIKRight
        
-   public func new() super("ExampleObject")+   func new() super("ExampleObject")
      // the base actor class creates an actor animated behavior we can use      // the base actor class creates an actor animated behavior we can use
            
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    public var ECBehaviorActorIK.Instance actorIKRight    public var ECBehaviorActorIK.Instance actorIKRight
        
-   public func new()+   func new()
    end    end
        
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    // from the point of view of the element. the target position is always    // from the point of view of the element. the target position is always
    // relative to the target element.    // relative to the target element.
-   public func void activate()+   func void activate()
       super.activate()       super.activate()
              
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    end    end
        
-   public func void deactivate()+   func void deactivate()
       actorIKLeft.disable()       actorIKLeft.disable()
       actorIKRight.disable()       actorIKRight.disable()
dragengine/modules/dragonscript/behavior_actorik.1750695068.txt.gz · Last modified: 2025/06/23 16:11 by dragonlord