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								using UnityEngine;
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								using UnityEditor;
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								using System.Collections;
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								using RootMotion;
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								namespace RootMotion.FinalIK {
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									/// <summary>
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									/// Custom inspector for the Aim Poser for visualizing pose range
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									/// </summary>
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									[CustomEditor(typeof(AimPoser))]
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									public class AimPoserInspector : Editor {
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										[System.Serializable]
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										public struct ColorDirection {
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											public Vector3 direction;
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											public Vector3 color;
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											public float dot;
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											public ColorDirection(Vector3 direction, Vector3 color) {
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												this.direction = direction.normalized;
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												this.color = color;
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												this.dot = 0;
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											}
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										}
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										private AimPoser script { get { return target as AimPoser; }}
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										private ColorDirection[] colorDirections;
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										private static Vector3[] poly = new Vector3[36];
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										void OnSceneGUI() {
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											for (int i = 0; i < script.poses.Length; i++) {
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												script.poses[i].yaw = Mathf.Clamp(script.poses[i].yaw, 0, 180);
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												script.poses[i].pitch = Mathf.Clamp(script.poses[i].pitch, 0, 180);
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											}
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											if (colorDirections == null) {
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												colorDirections = new ColorDirection[6] {
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													new ColorDirection(Vector3.right, Vector3.right),
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													new ColorDirection(Vector3.up, Vector3.up),
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													new ColorDirection(Vector3.forward, Vector3.forward),
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													new ColorDirection(Vector3.left, new Vector3(0f, 1f, 1f)),
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													new ColorDirection(Vector3.down, new Vector3(1f, 0f, 1f)),
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													new ColorDirection(Vector3.back, new Vector3(1f, 1f, 0f))
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												};
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											}
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											for (int i = 0; i < script.poses.Length; i++) {
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												if (script.poses[i].visualize) {
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													DrawPose(script.poses[i], script.transform.position, script.transform.rotation, GetDirectionColor(script.poses[i].direction));
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												}
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											}
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										}
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										private Color GetDirectionColor(Vector3 localDirection) {
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											localDirection = localDirection.normalized;
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											// Calculating dot products for all AxisDirections
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											for (int i = 0; i < colorDirections.Length; i++) {
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												colorDirections[i].dot = Mathf.Clamp(Vector3.Dot(colorDirections[i].direction, localDirection), 0f, 1f);
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											}
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											// Summing up the arm bend axis
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											Vector3 sum = Vector3.zero;
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											for (int i = 0; i < colorDirections.Length; i++) {
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												sum = Vector3.Lerp(sum, colorDirections[i].color, colorDirections[i].dot * colorDirections[i].dot);
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											}
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											return new Color(sum.x, sum.y, sum.z);
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										}
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										private static void DrawPose(AimPoser.Pose pose, Vector3 position, Quaternion rotation, Color color) {
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											if (pose.pitch <= 0f || pose.yaw <= 0f) return;
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											if (pose.direction == Vector3.zero) return;
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											Handles.color = color;
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											GUI.color = color;
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											Vector3 up = rotation * Vector3.up;
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											Vector3 normalizedPoseDirection = pose.direction.normalized;
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											Vector3 direction = rotation * normalizedPoseDirection;
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											// Direction and label
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											Handles.DrawLine(position, position + direction);
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											Inspector.ConeCap(0, position + direction, Quaternion.LookRotation(direction), 0.05f);
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											Handles.Label(position + direction.normalized * 1.1f, pose.name);
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											if (pose.yaw >= 180f && pose.pitch >= 180f) {
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												Handles.color = Color.white;
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												GUI.color = Color.white;
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												return;
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											}
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											Quaternion halfYaw = Quaternion.AngleAxis(pose.yaw, up);
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											float directionPitch = Vector3.Angle(up, direction);
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											Vector3 crossRight = halfYaw * Vector3.Cross(up, direction);
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											Vector3 crossLeft = Quaternion.Inverse(halfYaw) * Vector3.Cross(up, direction);
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											bool isVertical = normalizedPoseDirection == Vector3.up || normalizedPoseDirection == Vector3.down;
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											if (isVertical) {
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												crossRight = halfYaw * Vector3.right;
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												crossLeft = Quaternion.Inverse(halfYaw) * Vector3.right;
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											}
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											float minPitch = Mathf.Clamp(directionPitch - pose.pitch, 0f, 180f);
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											float maxPitch = Mathf.Clamp(directionPitch + pose.pitch, 0f, 180f);
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											Quaternion upToCornerUpperRight = Quaternion.AngleAxis(minPitch, crossRight);
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											Quaternion upToCornerLowerRight = Quaternion.AngleAxis(maxPitch, crossRight);
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											Quaternion upToCornerUpperLeft = Quaternion.AngleAxis(minPitch, crossLeft);
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											Quaternion upToCornerLowerLeft = Quaternion.AngleAxis(maxPitch, crossLeft);
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											Vector3 toCornerUpperRight = upToCornerUpperRight * up;
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											Vector3 toCornerLowerRight = upToCornerLowerRight * up;
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											Vector3 toCornerUpperLeft = upToCornerUpperLeft * up;
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											Vector3 toCornerLowerLeft = upToCornerLowerLeft * up;
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											if (pose.yaw < 180f) {
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												Handles.DrawLine(position, position + toCornerUpperRight);
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												Handles.DrawLine(position, position + toCornerUpperLeft);
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												Handles.DrawLine(position, position + toCornerLowerRight);
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												Handles.DrawLine(position, position + toCornerLowerLeft);
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											}
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											Vector3 d = direction;
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											if (isVertical) d = Vector3.forward;
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											if (pose.pitch < 180f) {
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												DrawPolyLineOnSphere(position, toCornerUpperLeft, toCornerUpperRight, d, Vector3.up, color);
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												DrawPolyLineOnSphere(position, toCornerLowerLeft, toCornerLowerRight, d, Vector3.up, color);
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											}
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											if (pose.yaw < 180f) {
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												DrawPolyLineOnSphere(position, toCornerUpperLeft, toCornerLowerLeft, Quaternion.Inverse(halfYaw) * d, crossLeft, color);
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												DrawPolyLineOnSphere(position, toCornerUpperRight, toCornerLowerRight, halfYaw * d, crossRight, color);
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											}
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											Handles.color = Color.white;
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											GUI.color = Color.white;
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										}
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										private static void DrawPolyLineOnSphere(Vector3 center, Vector3 d1, Vector3 d2, Vector3 direction, Vector3 axis, Color color) {
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											Handles.color = color;
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											Vector3 normal = axis;
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											Vector3 d1Ortho = d1;
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											Vector3.OrthoNormalize(ref normal, ref d1Ortho);
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											normal = axis;
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											Vector3 d2Ortho = d2;
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											Vector3.OrthoNormalize(ref normal, ref d2Ortho);
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											normal = axis;
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											Vector3 directionOrtho = direction;
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											Vector3.OrthoNormalize(ref normal, ref directionOrtho);
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											float angle = Vector3.Angle(d1Ortho, d2Ortho);
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											float dot = Vector3.Dot(directionOrtho, d1Ortho);
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											if (dot < 0) {
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												angle = 180 + (180 - angle);
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											}
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											int segments = Mathf.Clamp(Mathf.RoundToInt(angle / 36f) * 5, 3, 36);
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											float segmentF = angle / (float)(segments - 1);
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											for (int i = 0; i < segments; i++) {
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												poly[i] = center + Quaternion.AngleAxis(i * segmentF, axis) * d1;
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											}
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											Handles.color = new Color(color.r, color.g, color.b, color.a * 0.1f);
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											for (int i = 0; i < segments; i++) {
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												Handles.DrawLine(center, poly[i]);
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											}
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											Handles.color = color;
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											for (int i = 0; i < segments - 1; i++) {
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												Handles.DrawLine(poly[i], poly[i + 1]);
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											}
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										}
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									}
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								}
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