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								using UnityEngine;
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								using System.Collections;
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									namespace RootMotion.FinalIK {
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									/// <summary>
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									/// Branch of FABRIK components in the FABRIKRoot hierarchy.
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									/// </summary>
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									[System.Serializable]
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									public class FABRIKChain {
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										#region Main Interface
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										/// <summary>
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										/// The FABRIK component.
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										/// </summary>
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										public FABRIK ik;
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										/// <summary>
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										/// Parent pull weight.
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										/// </summary>
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										[Range(0f, 1f)]
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										public float pull = 1f;
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										/// <summary>
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										/// Resistance to being pulled by child chains.
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										/// </summary>
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										[Range(0f, 1f)]
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										public float pin = 1f;
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										/// <summary>
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										/// The child chain indexes.
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										/// </summary>
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										public int[] children = new int[0];
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										/// <summary>
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										/// Checks whether this FABRIKChain is valid.
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										/// </summary>
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										public bool IsValid(ref string message) {
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											if (ik == null) {
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												message = "IK unassigned in FABRIKChain.";
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												return false;
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											}
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											if (!ik.solver.IsValid(ref message)) return false;
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											return true;
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										}
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										#endregion Main Interface
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										/*
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										 * Initiate the chain
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										 * */
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										public void Initiate() {
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											ik.enabled = false;
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										}
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										/*
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										 * Solving stage 1 of the FABRIK algorithm from end effectors towards the root.
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										 * */
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										public void Stage1(FABRIKChain[] chain) {
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											// Solving children first
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											for (int i = 0; i < children.Length; i++) chain[children[i]].Stage1(chain);
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											// The last chains
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											if (children.Length == 0) {
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												ik.solver.SolveForward(ik.solver.GetIKPosition());
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												return;
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											}
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											ik.solver.SolveForward(GetCentroid(chain));
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										}
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										/*
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										 * Solving stage 2 of the FABRIK algoright from the root to the end effectors.
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										 * */
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										public void Stage2(Vector3 rootPosition, FABRIKChain[] chain) {
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											// Solve this chain backwards
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											ik.solver.SolveBackward(rootPosition);
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											// Solve child chains
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											for (int i = 0; i < children.Length; i++) {
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												chain[children[i]].Stage2(ik.solver.bones[ik.solver.bones.Length - 1].transform.position, chain);
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											}
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										}
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										// Calculate the centroid of child positions
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										private Vector3 GetCentroid(FABRIKChain[] chain) {
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											Vector3 position = ik.solver.GetIKPosition();
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											// The chain is pinned, ignore the children
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											if (pin >= 1f) return position;
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											// Get the sum of the pull values of all the children
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											float pullSum = 0f;
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											for (int i = 0; i < children.Length; i++) pullSum += chain[children[i]].pull;
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											// All pull values are zero
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											if (pullSum <= 0f) return position;
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											if (pullSum < 1f) pullSum = 1f;
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											// Calculating the centroid
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											Vector3 centroid = position;
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											for (int i = 0; i < children.Length; i++) {
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												// Vector from IKPosition to the first bone of the child
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												Vector3 toChild = chain[children[i]].ik.solver.bones[0].solverPosition - position;
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												// Weight of the child
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												float childWeight = chain[children[i]].pull / pullSum;
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												// Adding to the centroid
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												centroid += toChild * childWeight;
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											}
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											// No pinning
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											if (pin <= 0f) return centroid;
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											// Pinning
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											return centroid + (position - centroid) * pin; 
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										}
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									}
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								}
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