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								using UnityEngine;
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								using System.Collections;
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								using System;
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								using RootMotion;
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								namespace RootMotion.FinalIK
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								{
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								    /// <summary>
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								    /// Hybrid %IK solver designed for mapping a character to a VR headset and 2 hand controllers 
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								    /// </summary>
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								    public partial class IKSolverVR : IKSolver
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								    {
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								        /// <summary>
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								        /// 4-segmented analytic arm chain.
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								        /// </summary>
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								        [System.Serializable]
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								        public class Arm : BodyPart
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								        {
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								            [System.Serializable]
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								            public enum ShoulderRotationMode
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								            {
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								                YawPitch,
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								                FromTo
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								            }
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								            [LargeHeader("Hand")]
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								            [Tooltip("The hand target. This should not be the hand controller itself, but a child GameObject parented to it so you could adjust its position/rotation to match the orientation of the hand bone. The best practice for setup would be to move the hand controller to the avatar's hand as it it was held by the avatar, duplicate the avatar's hand bone and parent it to the hand controller. Then assign the duplicate to this slot.")]
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								            /// <summary>
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								            /// The hand target. This should not be the hand controller itself, but a child GameObject parented to it so you could adjust its position/rotation to match the orientation of the hand bone. The best practice for setup would be to move the hand controller to the avatar's hand as it it was held by the avatar, duplicate the avatar's hand bone and parent it to the hand controller. Then assign the duplicate to this slot.
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								            /// </summary>
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								            public Transform target;
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								            [Tooltip("Positional weight of the hand target. Note that if you have nulled the target, the hand will still be pulled to the last position of the target until you set this value to 0.")]
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								            /// <summary>
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								            /// Positional weight of the hand target. Note that if you have nulled the target, the hand will still be pulled to the last position of the target until you set this value to 0.
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								            /// </summary>
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								            [Range(0f, 1f)] public float positionWeight = 1f;
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								            [Tooltip("Rotational weight of the hand target. Note that if you have nulled the target, the hand will still be rotated to the last rotation of the target until you set this value to 0.")]
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								            /// <summary>
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								            /// Rotational weight of the hand target. Note that if you have nulled the target, the hand will still be rotated to the last rotation of the target until you set this value to 0.
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								            /// </summary>
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								            [Range(0f, 1f)] public float rotationWeight = 1f;
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								            [LargeHeader("Shoulder")]
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								            [Tooltip("The weight of shoulder rotation")]
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								            /// <summary>
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								            /// The weight of shoulder rotation.
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								            /// </summary>
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								            [Range(0f, 1f)] public float shoulderRotationWeight = 1f;
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								            [Tooltip("Different techniques for shoulder bone rotation.")]
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								            [ShowIf("shoulderRotationWeight", 0f, Mathf.Infinity)]
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								            /// <summary>
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								            /// Different techniques for shoulder bone rotation.
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								            /// </summary>
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								            public ShoulderRotationMode shoulderRotationMode = ShoulderRotationMode.YawPitch;
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								            [Tooltip("The weight of twisting the shoulders backwards when arms are lifted up.")]
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								            [ShowRangeIf(0f, 1f, "shoulderRotationWeight", 0f, Mathf.Infinity)]
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								            /// <summary>
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								            /// The weight of twisting the shoulders backwards when arms are lifted up.
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								            /// </summary>
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								            public float shoulderTwistWeight = 1f;
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								            [Tooltip("Tweak this value to adjust shoulder rotation around the yaw (up) axis.")]
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								            [ShowIf("shoulderRotationWeight", 0f, Mathf.Infinity)]
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								            /// <summary>
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								            /// Tweak this value to adjust shoulder rotation around the yaw (up) axis.
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								            /// </summary>
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								            public float shoulderYawOffset = 45f;
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								            [Tooltip("Tweak this value to adjust shoulder rotation around the pitch (forward) axis.")]
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								            [ShowIf("shoulderRotationWeight", 0f, Mathf.Infinity)]
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								            /// <summary>
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								            /// Tweak this value to adjust shoulder rotation around the pitch (forward) axis.
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								            /// </summary>
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								            public float shoulderPitchOffset = -30f;
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								            [LargeHeader("Bending")]
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								            [Tooltip("The elbow will be bent towards this Transform if 'Bend Goal Weight' > 0.")]
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								            /// <summary>
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								            /// The elbow will be bent towards this Transform if 'Bend Goal Weight' > 0.
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								            /// </summary>
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								            public Transform bendGoal;
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								            [Tooltip("If greater than 0, will bend the elbow towards the 'Bend Goal' Transform.")]
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								            /// <summary>
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								            /// If greater than 0, will bend the elbow towards the 'Bend Goal' Transform.
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								            /// </summary>
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								            [Range(0f, 1f)]
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								            public float bendGoalWeight;
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								            [Tooltip("Angular offset of the elbow bending direction.")]
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								            /// <summary>
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								            /// Angular offset of the elbow bending direction.
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								            /// </summary>
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								            [Range(-180f, 180f)] public float swivelOffset;
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								            [Tooltip("Local axis of the hand bone that points from the wrist towards the palm. Used for defining hand bone orientation. If you have copied VRIK component from another avatar that has different bone orientations, right-click on VRIK header and select 'Guess Hand Orientations' from the context menu.")]
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								            /// <summary>
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								            /// Local axis of the hand bone that points from the wrist towards the palm. Used for defining hand bone orientation. If you have copied VRIK component from another avatar that has different bone orientations, right-click on VRIK header and select 'Guess Hand Orientations' from the context menu.
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								            /// </summary>
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								            public Vector3 wristToPalmAxis = Vector3.zero;
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								            [Tooltip("Local axis of the hand bone that points from the palm towards the thumb. Used for defining hand bone orientation. If you have copied VRIK component from another avatar that has different bone orientations, right-click on VRIK header and select 'Guess Hand Orientations' from the context menu.")]
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								            /// <summary>
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								            /// Local axis of the hand bone that points from the palm towards the thumb. Used for defining hand bone orientation If you have copied VRIK component from another avatar that has different bone orientations, right-click on VRIK header and select 'Guess Hand Orientations' from the context menu..
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								            /// </summary>
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								            public Vector3 palmToThumbAxis = Vector3.zero;
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								            [LargeHeader("Stretching")]
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								            [Tooltip("Use this to make the arm shorter/longer. Works by displacement of hand and forearm localPosition.")]
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								            /// <summary>
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								            /// Use this to make the arm shorter/longer. Works by displacement of hand and forearm localPosition.
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								            /// </summary>
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								            [Range(0.01f, 2f)]
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								            public float armLengthMlp = 1f;
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								            [Tooltip("'Time' represents (target distance / arm length) and 'value' represents the amount of stretching. So value at time 1 represents stretching amount at the point where distance to the target is equal to arm length. Value at time 2 represents stretching amount at the point where distance to the target is double the arm length. Linear stretching would be achieved with a linear curve going up by 45 degrees. Increase the range of stretching by moving the last key up and right by the same amount. Smoothing in the curve can help reduce elbow snapping (start stretching the arm slightly before target distance reaches arm length). To get a good optimal value for this curve, please go to the 'VRIK (Basic)' demo scene and copy the stretch curve over from the Pilot character.")]
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								            /// <summary>
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								            /// 'Time' represents (target distance / arm length) and 'value' represents the amount of stretching. So value at time 1 represents stretching amount at the point where distance to the target is equal to arm length. Value at time 2 represents stretching amount at the point where distance to the target is double the arm length. Linear stretching would be achieved with a linear curve going up by 45 degrees. Increase the range of stretching by moving the last key up and right by the same amount. Smoothing in the curve can help reduce elbow snapping (start stretching the arm slightly before target distance reaches arm length). To get a good optimal value for this curve, please go to the 'VRIK (Basic)' demo scene and copy the stretch curve over from the Pilot character.
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								            /// </summary>
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            public AnimationCurve stretchCurve = new AnimationCurve();
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								            /// <summary>
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								 | 
							
							
								            /// Target position of the hand. Will be overwritten if target is assigned.
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							 | 
							
								
									
								 | 
							
							
								            /// </summary>
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								 | 
							
							
								            [NonSerialized] [HideInInspector] public Vector3 IKPosition;
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								            /// <summary>
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								 | 
							
							
								            /// Target rotation of the hand. Will be overwritten if target is assigned.
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								 | 
							
							
								            /// </summary>
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								 | 
							
							
								            [NonSerialized] [HideInInspector] public Quaternion IKRotation = Quaternion.identity;
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								            /// <summary>
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							 | 
							
								
									
								 | 
							
							
								            /// The bending direction of the limb. Will be used if bendGoalWeight is greater than 0. Will be overwritten if bendGoal is assigned.
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								 | 
							
							
								            /// </summary>
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								 | 
							
							
								            [NonSerialized] [HideInInspector] public Vector3 bendDirection = Vector3.back;
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								            /// <summary>
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								 | 
							
							
								            /// Position offset of the hand. Will be applied on top of hand target position and reset to Vector3.zero after each update.
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								 | 
							
							
								            /// </summary>
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								 | 
							
							
								            [NonSerialized] [HideInInspector] public Vector3 handPositionOffset;
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								            // Gets the target position of the hand.
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								 | 
							
							
								            public Vector3 position { get; private set; }
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								            // Gets the target rotation of the hand
							 | 
						
					
						
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								 | 
							
							
								            public Quaternion rotation { get; private set; }
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								            private bool hasShoulder;
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								 | 
							
							
								            private VirtualBone shoulder { get { return bones[0]; } }
							 | 
						
					
						
							| 
								
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								 | 
							
							
								            private VirtualBone upperArm
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								 | 
							
							
								            {
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								 | 
							
							
								                get
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							| 
								
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								 | 
							
							
								                {
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return bones[hasShoulder ? 1 : 0];
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								 | 
							
							
								                }
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								 | 
							
							
								            }
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								 | 
							
							
								            private VirtualBone forearm
							 | 
						
					
						
							| 
								
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								 | 
							
							
								            {
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								 | 
							
							
								                get
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								 | 
							
							
								                {
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								 | 
							
							
								                    return bones[hasShoulder ? 2 : 1];
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								 | 
							
							
								                }
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								 | 
							
							
								            }
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								 | 
							
							
								            private VirtualBone hand
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								 | 
							
							
								            {
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								 | 
							
							
								                get
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							| 
								
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								 | 
							
							
								                {
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							 | 
							
								
									
								 | 
							
							
								                    return bones[hasShoulder ? 3 : 2];
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								 | 
							
							
								                }
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								 | 
							
							
								            }
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								 | 
							
							
								            private Vector3 chestForwardAxis;
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								 | 
							
							
								            private Vector3 chestUpAxis;
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								 | 
							
							
								            private Quaternion chestRotation = Quaternion.identity;
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								 | 
							
							
								            private Vector3 chestForward;
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								 | 
							
							
								            private Vector3 chestUp;
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								 | 
							
							
								            private Quaternion forearmRelToUpperArm = Quaternion.identity;
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								 | 
							
							
								            private Vector3 upperArmBendAxis;
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								 | 
							
							
								            protected override void OnRead(Vector3[] positions, Quaternion[] rotations, bool hasChest, bool hasNeck, bool hasShoulders, bool hasToes, bool hasLegs, int rootIndex, int index)
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								 | 
							
							
								            {
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								 | 
							
							
								                Vector3 shoulderPosition = positions[index];
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							 | 
							
								
									
								 | 
							
							
								                Quaternion shoulderRotation = rotations[index];
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							 | 
							
								
									
								 | 
							
							
								                Vector3 upperArmPosition = positions[index + 1];
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Quaternion upperArmRotation = rotations[index + 1];
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 forearmPosition = positions[index + 2];
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Quaternion forearmRotation = rotations[index + 2];
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 handPosition = positions[index + 3];
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Quaternion handRotation = rotations[index + 3];
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								 | 
							
							
								                if (!initiated)
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							 | 
							
								
									
								 | 
							
							
								                {
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								 | 
							
							
								                    IKPosition = handPosition;
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								                    IKRotation = handRotation;
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    rotation = IKRotation;
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								 | 
							
							
								                    this.hasShoulder = hasShoulders;
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								 | 
							
							
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
								                    bones = new VirtualBone[hasShoulder ? 4 : 3];
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
								                    if (hasShoulder)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        bones[0] = new VirtualBone(shoulderPosition, shoulderRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        bones[1] = new VirtualBone(upperArmPosition, upperArmRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        bones[2] = new VirtualBone(forearmPosition, forearmRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        bones[3] = new VirtualBone(handPosition, handRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    else
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        this.bones[0] = new VirtualBone(upperArmPosition, upperArmRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        this.bones[1] = new VirtualBone(forearmPosition, forearmRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        this.bones[2] = new VirtualBone(handPosition, handRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
								                    Vector3 rootForward = rotations[0] * Vector3.forward;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    chestForwardAxis = Quaternion.Inverse(rootRotation) * rootForward;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    chestUpAxis = Quaternion.Inverse(rootRotation) * (rotations[0] * Vector3.up);
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
								                    // Get the local axis of the upper arm pointing towards the bend normal
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Vector3 upperArmForwardAxis = AxisTools.GetAxisVectorToDirection(upperArmRotation, rootForward);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (Vector3.Dot(upperArmRotation * upperArmForwardAxis, rootForward) < 0f) upperArmForwardAxis = -upperArmForwardAxis;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    upperArmBendAxis = Vector3.Cross(Quaternion.Inverse(upperArmRotation) * (forearmPosition - upperArmPosition), upperArmForwardAxis);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (upperArmBendAxis == Vector3.zero)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        Debug.LogError("VRIK can not calculate which way to bend the arms because the arms are perfectly straight. Please rotate the elbow bones slightly in their natural bending direction in the Editor.");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (hasShoulder)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    bones[0].Read(shoulderPosition, shoulderRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    bones[1].Read(upperArmPosition, upperArmRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    bones[2].Read(forearmPosition, forearmRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    bones[3].Read(handPosition, handRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    bones[0].Read(upperArmPosition, upperArmRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    bones[1].Read(forearmPosition, forearmRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    bones[2].Read(handPosition, handRotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            public override void PreSolve(float scale)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (target != null)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    IKPosition = target.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    IKRotation = target.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                position = V3Tools.Lerp(hand.solverPosition, IKPosition, positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                rotation = QuaTools.Lerp(hand.solverRotation, IKRotation, rotationWeight);
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								 | 
							
							
								                shoulder.axis = shoulder.axis.normalized;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                forearmRelToUpperArm = Quaternion.Inverse(upperArm.solverRotation) * forearm.solverRotation;
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								 | 
							
							
								            }
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								 | 
							
							
								            public override void ApplyOffsets(float scale)
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							 | 
							
								
									
								 | 
							
							
								            {
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								 | 
							
							
								                position += handPositionOffset;
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							 | 
							
								
									
								 | 
							
							
								            }
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								 | 
							
							
								            private void Stretching()
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								                // Adjusting arm length
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								                float armLength = upperArm.length + forearm.length;
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								                Vector3 elbowAdd = Vector3.zero;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 handAdd = Vector3.zero;
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								 | 
							
							
								                if (armLengthMlp != 1f)
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
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							 | 
							
								
									
								 | 
							
							
								                    armLength *= armLengthMlp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    elbowAdd = (forearm.solverPosition - upperArm.solverPosition) * (armLengthMlp - 1f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    handAdd = (hand.solverPosition - forearm.solverPosition) * (armLengthMlp - 1f);
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    forearm.solverPosition += elbowAdd;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    hand.solverPosition += elbowAdd + handAdd;
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							| 
								
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							 | 
							
								
									
								 | 
							
							
								                }
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
								                // Stretching
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float distanceToTarget = Vector3.Distance(upperArm.solverPosition, position);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float stretchF = distanceToTarget / armLength;
							 | 
						
					
						
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
								                float m = stretchCurve.Evaluate(stretchF);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                m *= positionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                elbowAdd = (forearm.solverPosition - upperArm.solverPosition) * m;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                handAdd = (hand.solverPosition - forearm.solverPosition) * m;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                forearm.solverPosition += elbowAdd;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                hand.solverPosition += elbowAdd + handAdd;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
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							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            public void Solve(bool isLeft)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                chestRotation = Quaternion.LookRotation(rootRotation * chestForwardAxis, rootRotation * chestUpAxis);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                chestForward = chestRotation * Vector3.forward;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                chestUp = chestRotation * Vector3.up;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                //Debug.DrawRay (Vector3.up * 2f, chestForward);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                //Debug.DrawRay (Vector3.up * 2f, chestUp);
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 bendNormal = Vector3.zero;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (hasShoulder && shoulderRotationWeight > 0f && LOD < 1)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    switch (shoulderRotationMode)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        case ShoulderRotationMode.YawPitch:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Vector3 sDir = position - shoulder.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            sDir = sDir.normalized;
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            // Shoulder Yaw
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float yOA = isLeft ? shoulderYawOffset : -shoulderYawOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion yawOffset = Quaternion.AngleAxis((isLeft ? -90f : 90f) + yOA, chestUp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion workingSpace = yawOffset * chestRotation;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, workingSpace * Vector3.forward);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, workingSpace * Vector3.up);
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							| 
								
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								 | 
							
							
								
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Vector3 sDirWorking = Quaternion.Inverse(workingSpace) * sDir;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, sDirWorking);
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float yaw = Mathf.Atan2(sDirWorking.x, sDirWorking.z) * Mathf.Rad2Deg;
							 | 
						
					
						
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float dotY = Vector3.Dot(sDirWorking, Vector3.up);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            dotY = 1f - Mathf.Abs(dotY);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            yaw *= dotY;
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            yaw -= yOA;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float yawLimitMin = isLeft ? -20f : -50f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float yawLimitMax = isLeft ? 50f : 20f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            yaw = DamperValue(yaw, yawLimitMin - yOA, yawLimitMax - yOA, 0.7f); // back, forward
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Vector3 f = shoulder.solverRotation * shoulder.axis;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Vector3 t = workingSpace * (Quaternion.AngleAxis(yaw, Vector3.up) * Vector3.forward);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion yawRotation = Quaternion.FromToRotation(f, t);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, f, Color.red);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, t, Color.green);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, yawRotation * Vector3.forward, Color.blue);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, yawRotation * Vector3.up, Color.green);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, yawRotation * Vector3.right, Color.red);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            // Shoulder Pitch
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion pitchOffset = Quaternion.AngleAxis(isLeft ? -90f : 90f, chestUp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            workingSpace = pitchOffset * chestRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            workingSpace = Quaternion.AngleAxis(isLeft ? shoulderPitchOffset : -shoulderPitchOffset, chestForward) * workingSpace;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, workingSpace * Vector3.forward);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, workingSpace * Vector3.up);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            sDir = position - (shoulder.solverPosition + chestRotation * (isLeft ? Vector3.right : Vector3.left) * mag);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            sDirWorking = Quaternion.Inverse(workingSpace) * sDir;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, sDirWorking);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float pitch = Mathf.Atan2(sDirWorking.y, sDirWorking.z) * Mathf.Rad2Deg;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            pitch -= shoulderPitchOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            pitch = DamperValue(pitch, -45f - shoulderPitchOffset, 45f - shoulderPitchOffset);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion pitchRotation = Quaternion.AngleAxis(-pitch, workingSpace * Vector3.right);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, pitchRotation * Vector3.forward, Color.green);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //Debug.DrawRay(Vector3.up * 2f, pitchRotation * Vector3.up, Color.green);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            // Rotate bones
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion sR = pitchRotation * yawRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            if (shoulderRotationWeight * positionWeight < 1f) sR = Quaternion.Lerp(Quaternion.identity, sR, shoulderRotationWeight * positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            VirtualBone.RotateBy(bones, sR);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Stretching();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            // Solve trigonometric
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            bendNormal = GetBendNormal(position - upperArm.solverPosition);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            VirtualBone.SolveTrigonometric(bones, 1, 2, 3, position, bendNormal, positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float p = Mathf.Clamp(pitch * positionWeight * shoulderRotationWeight * shoulderTwistWeight * 2f, 0f, 180f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            shoulder.solverRotation = Quaternion.AngleAxis(p, shoulder.solverRotation * (isLeft ? shoulder.axis : -shoulder.axis)) * shoulder.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            upperArm.solverRotation = Quaternion.AngleAxis(p, upperArm.solverRotation * (isLeft ? upperArm.axis : -upperArm.axis)) * upperArm.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            // Additional pass to reach with the shoulders
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            //VirtualBone.SolveTrigonometric(bones, 0, 1, 3, position, Vector3.Cross(upperArm.solverPosition - shoulder.solverPosition, hand.solverPosition - shoulder.solverPosition), positionWeight * 0.5f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        case ShoulderRotationMode.FromTo:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion shoulderRotation = shoulder.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion r = Quaternion.FromToRotation((upperArm.solverPosition - shoulder.solverPosition).normalized + chestForward, position - shoulder.solverPosition);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            r = Quaternion.Slerp(Quaternion.identity, r, 0.5f * shoulderRotationWeight * positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            VirtualBone.RotateBy(bones, r);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Stretching();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            VirtualBone.SolveTrigonometric(bones, 0, 2, 3, position, Vector3.Cross(forearm.solverPosition - shoulder.solverPosition, hand.solverPosition - shoulder.solverPosition), 0.5f * shoulderRotationWeight * positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            bendNormal = GetBendNormal(position - upperArm.solverPosition);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            VirtualBone.SolveTrigonometric(bones, 1, 2, 3, position, bendNormal, positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            // Twist shoulder and upper arm bones when holding hands up
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(chestUp, chestForward));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Vector3 vBefore = q * (shoulderRotation * shoulder.axis);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Vector3 vAfter = q * (shoulder.solverRotation * shoulder.axis);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float angleBefore = Mathf.Atan2(vBefore.x, vBefore.z) * Mathf.Rad2Deg;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float angleAfter = Mathf.Atan2(vAfter.x, vAfter.z) * Mathf.Rad2Deg;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float pitchAngle = Mathf.DeltaAngle(angleBefore, angleAfter);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            if (isLeft) pitchAngle = -pitchAngle;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            pitchAngle = Mathf.Clamp(pitchAngle * shoulderRotationWeight * shoulderTwistWeight * 2f * positionWeight, 0f, 180f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            shoulder.solverRotation = Quaternion.AngleAxis(pitchAngle, shoulder.solverRotation * (isLeft ? shoulder.axis : -shoulder.axis)) * shoulder.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            upperArm.solverRotation = Quaternion.AngleAxis(pitchAngle, upperArm.solverRotation * (isLeft ? upperArm.axis : -upperArm.axis)) * upperArm.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (LOD < 1) Stretching();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    bendNormal = GetBendNormal(position - upperArm.solverPosition);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // Solve arm trigonometric
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (hasShoulder)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        VirtualBone.SolveTrigonometric(bones, 1, 2, 3, position, bendNormal, positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        VirtualBone.SolveTrigonometric(bones, 0, 1, 2, position, bendNormal, positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (LOD < 1 && positionWeight > 0f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // Fix upperarm twist relative to bend normal
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Quaternion space = Quaternion.LookRotation(upperArm.solverRotation * upperArmBendAxis, forearm.solverPosition - upperArm.solverPosition);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Vector3 upperArmTwist = Quaternion.Inverse(space) * bendNormal;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    float angle = Mathf.Atan2(upperArmTwist.x, upperArmTwist.z) * Mathf.Rad2Deg;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    upperArm.solverRotation = Quaternion.AngleAxis(angle * positionWeight, forearm.solverPosition - upperArm.solverPosition) * upperArm.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // Fix forearm twist relative to upper arm
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Quaternion forearmFixed = upperArm.solverRotation * forearmRelToUpperArm;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Quaternion fromTo = Quaternion.FromToRotation(forearmFixed * forearm.axis, hand.solverPosition - forearm.solverPosition);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    RotateTo(forearm, fromTo * forearmFixed, positionWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Set hand rotation
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (rotationWeight >= 1f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    hand.solverRotation = rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                else if (rotationWeight > 0f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    hand.solverRotation = Quaternion.Lerp(hand.solverRotation, rotation, rotationWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            public override void ResetOffsets()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                handPositionOffset = Vector3.zero;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            public override void Write(ref Vector3[] solvedPositions, ref Quaternion[] solvedRotations)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (hasShoulder)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solvedPositions[index] = shoulder.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solvedRotations[index] = shoulder.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                solvedPositions[index + 1] = upperArm.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                solvedPositions[index + 2] = forearm.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                solvedPositions[index + 3] = hand.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                solvedRotations[index + 1] = upperArm.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                solvedRotations[index + 2] = forearm.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                solvedRotations[index + 3] = hand.solverRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            private float DamperValue(float value, float min, float max, float weight = 1f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float range = max - min;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (weight < 1f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    float mid = max - range * 0.5f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    float v = value - mid;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    v *= 0.5f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    value = mid + v;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                value -= min;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float t = Mathf.Clamp(value / range, 0f, 1f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float tEased = RootMotion.Interp.Float(t, InterpolationMode.InOutQuintic);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                return Mathf.Lerp(min, max, tEased);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            private Vector3 GetBendNormal(Vector3 dir)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (bendGoal != null) bendDirection = bendGoal.position - bones[1].solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 armDir = bones[0].solverRotation * bones[0].axis;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 f = Vector3.down;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 t = Quaternion.Inverse(chestRotation) * dir.normalized + Vector3.forward;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Quaternion q = Quaternion.FromToRotation(f, t);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 b = q * Vector3.back;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                f = Quaternion.Inverse(chestRotation) * armDir;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                t = Quaternion.Inverse(chestRotation) * dir;
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								                q = Quaternion.FromToRotation(f, t);
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								                b = q * b;
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								                b = chestRotation * b;
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								                b += armDir;
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								                b -= rotation * wristToPalmAxis;
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								                b -= rotation * palmToThumbAxis * 0.5f;
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								                if (bendGoalWeight > 0f)
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								                {
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								 | 
							
							
								                    b = Vector3.Slerp(b, bendDirection, bendGoalWeight);
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								                }
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								 | 
							
							
								                if (swivelOffset != 0f) b = Quaternion.AngleAxis(swivelOffset, -dir) * b;
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								 | 
							
							
								                return Vector3.Cross(b, dir);
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								 | 
							
							
								            }
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								 | 
							
							
								            private void Visualize(VirtualBone bone1, VirtualBone bone2, VirtualBone bone3, Color color)
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								 | 
							
							
								            {
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								 | 
							
							
								                Debug.DrawLine(bone1.solverPosition, bone2.solverPosition, color);
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								 | 
							
							
								                Debug.DrawLine(bone2.solverPosition, bone3.solverPosition, color);
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								 | 
							
							
								            }
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								 | 
							
							
								        }
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								 | 
							
							
								    }
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								 | 
							
							
								}
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								 | 
							
							
								
							 |