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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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									/// <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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										/// <summary>
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										/// A base class for all IKSolverVR body parts.
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										/// </summary>
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										[System.Serializable]
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										public abstract class BodyPart {
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											protected abstract void OnRead(Vector3[] positions, Quaternion[] rotations, bool hasChest, bool hasNeck, bool hasShoulders, bool hasToes, bool hasLegs, int rootIndex, int index);
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											public abstract void PreSolve(float scale);
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											public abstract void Write(ref Vector3[] solvedPositions, ref Quaternion[] solvedRotations);
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											public abstract void ApplyOffsets(float scale);
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											public abstract void ResetOffsets();
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											public float sqrMag { get; private set; }
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											public float mag { get; private set; }
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											[HideInInspector] public VirtualBone[] bones = new VirtualBone[0];
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											protected bool initiated;
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											protected Vector3 rootPosition;
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											protected Quaternion rootRotation = Quaternion.identity;
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											protected int index = -1;
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								            protected int LOD;
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								            public void SetLOD(int LOD)
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								            {
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								                this.LOD = LOD;
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								            }
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											public void Read(Vector3[] positions, Quaternion[] rotations, bool hasChest, bool hasNeck, bool hasShoulders, bool hasToes, bool hasLegs, int rootIndex, int index) {
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												this.index = index;
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												rootPosition = positions[rootIndex];
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												rootRotation = rotations[rootIndex];
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												OnRead(positions, rotations, hasChest, hasNeck, hasShoulders, hasToes, hasLegs, rootIndex, index);
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												mag = VirtualBone.PreSolve(ref bones);
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												sqrMag = mag * mag;
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												initiated = true;
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											}
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											public void MovePosition(Vector3 position) {
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												Vector3 delta = position - bones[0].solverPosition;
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												foreach (VirtualBone bone in bones) bone.solverPosition += delta;
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											}
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											public void MoveRotation(Quaternion rotation) {
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												Quaternion delta = QuaTools.FromToRotation(bones[0].solverRotation, rotation);
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												VirtualBone.RotateAroundPoint(bones, 0, bones[0].solverPosition, delta);
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											}
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											public void Translate(Vector3 position, Quaternion rotation) {
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												MovePosition(position);
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												MoveRotation(rotation);
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											}
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											public void TranslateRoot(Vector3 newRootPos, Quaternion newRootRot) {
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												Vector3 deltaPosition = newRootPos - rootPosition;
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												rootPosition = newRootPos;
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												foreach (VirtualBone bone in bones) bone.solverPosition += deltaPosition;
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												Quaternion deltaRotation = QuaTools.FromToRotation(rootRotation, newRootRot);
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												rootRotation = newRootRot;
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												VirtualBone.RotateAroundPoint(bones, 0, newRootPos, deltaRotation);
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											}
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											public void RotateTo(VirtualBone bone, Quaternion rotation, float weight = 1f) {
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												if (weight <= 0f) return;
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												Quaternion q = QuaTools.FromToRotation(bone.solverRotation, rotation);
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												if (weight < 1f) q = Quaternion.Slerp(Quaternion.identity, q, weight);
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												for (int i = 0; i < bones.Length; i++) {
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													if (bones[i] == bone) {
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														VirtualBone.RotateAroundPoint(bones, i, bones[i].solverPosition, q);
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														return;
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													}
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												}
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											}
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											public void Visualize(Color color) {
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												for (int i = 0; i < bones.Length - 1; i++) {
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													Debug.DrawLine(bones[i].solverPosition, bones[i + 1].solverPosition, color);
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												}
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											}
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											public void Visualize() {
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												Visualize(Color.white);
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											}
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										}
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									}
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								}
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