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								using UnityEngine;
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								using System.Collections;
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								using RootMotion.FinalIK;
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								namespace RootMotion.FinalIK
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								{
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								    /// <summary>
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								    /// Simple VRIK LOD level controller based on renderer.isVisible and camera distance.
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								    /// </summary>
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								    public class VRIKLODController : MonoBehaviour
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								    {
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								        public Renderer LODRenderer;
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								        public float LODDistance = 15f;
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								        public bool allowCulled = true;
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								        private VRIK ik;
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								        void Start()
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								        {
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								            ik = GetComponent<VRIK>();
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								        }
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								        void Update()
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								        {
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								            ik.solver.LOD = GetLODLevel();
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								        }
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								        // Setting LOD level to 1 saves approximately 20% of solving time. LOD level 2 means IK is culled, with only root position and rotation updated if locomotion enabled.
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								        private int GetLODLevel()
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								        {
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								            if (allowCulled)
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								            {
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								                if (LODRenderer == null) return 0;
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								                if (!LODRenderer.isVisible) return 2;
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								            }
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								            // Set LOD to 1 if too far from camera
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								            float sqrMag = (ik.transform.position - Camera.main.transform.position).sqrMagnitude;
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								            if (sqrMag > LODDistance * LODDistance) return 1;
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								            return 0;
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								        }
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								    }
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								}
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