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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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										[System.Serializable]
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										public enum PositionOffset {
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											Pelvis,
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											Chest,
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											Head,
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											LeftHand,
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											RightHand,
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											LeftFoot,
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											RightFoot,
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											LeftHeel,
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											RightHeel
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										}
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										[System.Serializable]
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										public enum RotationOffset {
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											Pelvis,
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											Chest,
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											Head,
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										}
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										[System.Serializable]
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										public class VirtualBone {
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											public Vector3 readPosition;
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											public Quaternion readRotation;
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											public Vector3 solverPosition;
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											public Quaternion solverRotation;
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											public float length;
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											public float sqrMag;
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											public Vector3 axis;
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											public VirtualBone(Vector3 position, Quaternion rotation) {
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												Read(position, rotation);
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											}
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											public void Read(Vector3 position, Quaternion rotation) {
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												this.readPosition = position;
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												this.readRotation = rotation;
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												this.solverPosition = position;
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												this.solverRotation = rotation;
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											}
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											public static void SwingRotation(VirtualBone[] bones, int index, Vector3 swingTarget, float weight = 1f) {
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												if (weight <= 0f) return;
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												Quaternion r = Quaternion.FromToRotation(bones[index].solverRotation * bones[index].axis, swingTarget - bones[index].solverPosition);
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												if (weight < 1f) r = Quaternion.Lerp(Quaternion.identity, r, weight);
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												for (int i = index; i < bones.Length; i++) {
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													bones[i].solverRotation = r * bones[i].solverRotation;
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												}
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											}
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											// Calculates bone lengths and axes, returns the length of the entire chain
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											public static float PreSolve(ref VirtualBone[] bones) {
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												float length = 0;
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												for (int i = 0; i < bones.Length; i++) {
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													if (i < bones.Length - 1) {
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														bones[i].sqrMag = (bones[i + 1].solverPosition - bones[i].solverPosition).sqrMagnitude;
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														bones[i].length = Mathf.Sqrt(bones[i].sqrMag);
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														length += bones[i].length;
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														bones[i].axis = Quaternion.Inverse(bones[i].solverRotation) * (bones[i + 1].solverPosition - bones[i].solverPosition);
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													} else {
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														bones[i].sqrMag = 0f;
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														bones[i].length = 0f;
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													}
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												}
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												return length;
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											}
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											public static void RotateAroundPoint(VirtualBone[] bones, int index, Vector3 point, Quaternion rotation) {
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												for (int i = index; i < bones.Length; i++) {
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													if (bones[i] != null) {
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														Vector3 dir = bones[i].solverPosition - point;
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														bones[i].solverPosition = point + rotation * dir;
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														bones[i].solverRotation = rotation * bones[i].solverRotation;
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													}
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												}
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											}
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											public static void RotateBy(VirtualBone[] bones, int index, Quaternion rotation) {
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												for (int i = index; i < bones.Length; i++) {
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													if (bones[i] != null) {
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														Vector3 dir = bones[i].solverPosition - bones[index].solverPosition;
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														bones[i].solverPosition = bones[index].solverPosition + rotation * dir;
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														bones[i].solverRotation = rotation * bones[i].solverRotation;
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													}
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												}
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											}
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											public static void RotateBy(VirtualBone[] bones, Quaternion rotation) {
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												for (int i = 0; i < bones.Length; i++) {
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													if (bones[i] != null) {
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														if (i > 0) {
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															Vector3 dir = bones[i].solverPosition - bones[0].solverPosition;
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															bones[i].solverPosition = bones[0].solverPosition + rotation * dir;
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														}
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														bones[i].solverRotation = rotation * bones[i].solverRotation;
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													}
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												}
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											}
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											public static void RotateTo(VirtualBone[] bones, int index, Quaternion rotation) {
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												Quaternion q = QuaTools.FromToRotation(bones[index].solverRotation, rotation);
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												RotateAroundPoint(bones, index, bones[index].solverPosition, q);
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											}
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								            // TODO Move to IKSolverTrigonometric
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								            /// <summary>
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								            /// Solve the bone chain virtually using both solverPositions and SolverRotations. This will work the same as IKSolverTrigonometric.Solve.
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								            /// </summary>
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								            public static void SolveTrigonometric(VirtualBone[] bones, int first, int second, int third, Vector3 targetPosition, Vector3 bendNormal, float weight) {
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												if (weight <= 0f) return;
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												// Direction of the limb in solver
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												targetPosition = Vector3.Lerp(bones[third].solverPosition, targetPosition, weight);
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												Vector3 dir = targetPosition - bones[first].solverPosition;
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												// Distance between the first and the last transform solver positions
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												float sqrMag = dir.sqrMagnitude;
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												if (sqrMag == 0f) return;
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												float length = Mathf.Sqrt(sqrMag);
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												float sqrMag1 = (bones[second].solverPosition - bones[first].solverPosition).sqrMagnitude;
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												float sqrMag2 = (bones[third].solverPosition - bones[second].solverPosition).sqrMagnitude;
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												// Get the general world space bending direction
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												Vector3 bendDir = Vector3.Cross(dir, bendNormal);
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												// Get the direction to the trigonometrically solved position of the second transform
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								 | 
							
							
												Vector3 toBendPoint = GetDirectionToBendPoint(dir, length, bendDir, sqrMag1, sqrMag2);
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												// Position the second transform
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								 | 
							
							
												Quaternion q1 = Quaternion.FromToRotation(bones[second].solverPosition - bones[first].solverPosition, toBendPoint);
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												if (weight < 1f) q1 = Quaternion.Lerp(Quaternion.identity, q1, weight);
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												RotateAroundPoint(bones, first, bones[first].solverPosition, q1);
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												Quaternion q2 = Quaternion.FromToRotation(bones[third].solverPosition - bones[second].solverPosition, targetPosition - bones[second].solverPosition);
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								 | 
							
							
												if (weight < 1f) q2 = Quaternion.Lerp(Quaternion.identity, q2, weight);
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												RotateAroundPoint(bones, second, bones[second].solverPosition, q2);
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											}
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											//Calculates the bend direction based on the law of cosines. NB! Magnitude of the returned vector does not equal to the length of the first bone!
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								 | 
							
							
											private static Vector3 GetDirectionToBendPoint(Vector3 direction, float directionMag, Vector3 bendDirection, float sqrMag1, float sqrMag2) {
							 | 
						
					
						
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								 | 
							
							
												float x = ((directionMag * directionMag) + (sqrMag1 - sqrMag2)) / 2f / directionMag;
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								 | 
							
							
												float y = (float)Math.Sqrt(Mathf.Clamp(sqrMag1 - x * x, 0, Mathf.Infinity));
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												if (direction == Vector3.zero) return Vector3.zero;
							 | 
						
					
						
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								 | 
							
							
												return Quaternion.LookRotation(direction, bendDirection) * new Vector3(0f, y, x);
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								 | 
							
							
											}
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											// TODO Move to IKSolverFABRIK
							 | 
						
					
						
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								 | 
							
							
											// Solves a simple FABRIK pass for a bone hierarchy, not using rotation limits or singularity breaking here
							 | 
						
					
						
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								 | 
							
							
											public static void SolveFABRIK(VirtualBone[] bones, Vector3 startPosition, Vector3 targetPosition, float weight, float minNormalizedTargetDistance, int iterations, float length, Vector3 startOffset) {
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								 | 
							
							
												if (weight <= 0f) return;
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												if (minNormalizedTargetDistance > 0f) {
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													Vector3 targetDirection = targetPosition - startPosition;
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								 | 
							
							
													float targetLength = targetDirection.magnitude;
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								 | 
							
							
													Vector3 tP = startPosition + (targetDirection / targetLength) * Mathf.Max(length * minNormalizedTargetDistance, targetLength);
							 | 
						
					
						
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								 | 
							
							
								                    targetPosition = Vector3.Lerp(targetPosition, tP, weight);
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												}
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												// Iterating the solver
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								 | 
							
							
												for (int iteration = 0; iteration < iterations; iteration ++) {
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								 | 
							
							
													// Stage 1
							 | 
						
					
						
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								 | 
							
							
													bones[bones.Length - 1].solverPosition = Vector3.Lerp(bones[bones.Length - 1].solverPosition, targetPosition, weight);
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													for (int i = bones.Length - 2; i > -1; i--) {
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														// Finding joint positions
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
														bones[i].solverPosition = SolveFABRIKJoint(bones[i].solverPosition, bones[i + 1].solverPosition, bones[i].length);
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													}
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													// Stage 2
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								 | 
							
							
								                    if (iteration == 0) {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								                        foreach (VirtualBone bone in bones) bone.solverPosition += startOffset;
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								 | 
							
							
								                    }
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													bones[0].solverPosition = startPosition;
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													for (int i = 1; i < bones.Length; i++) {
							 | 
						
					
						
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								 | 
							
							
														bones[i].solverPosition = SolveFABRIKJoint(bones[i].solverPosition, bones[i - 1].solverPosition, bones[i - 1].length);
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								 | 
							
							
													}
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												}
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												for (int i = 0; i < bones.Length - 1; i++) {
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								 | 
							
							
													VirtualBone.SwingRotation(bones, i, bones[i + 1].solverPosition);
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								 | 
							
							
												}
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								 | 
							
							
											}
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											// Solves a FABRIK joint between two bones.
							 | 
						
					
						
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								 | 
							
							
											private static Vector3 SolveFABRIKJoint(Vector3 pos1, Vector3 pos2, float length) {
							 | 
						
					
						
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								 | 
							
							
												return pos2 + (pos1 - pos2).normalized * length;
							 | 
						
					
						
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								 | 
							
							
											}
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								 | 
							
							
											public static void SolveCCD(VirtualBone[] bones, Vector3 targetPosition, float weight, int iterations) {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
												if (weight <= 0f) return;
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								 | 
							
							
												// Iterating the solver
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
												for (int iteration = 0; iteration < iterations; iteration ++) {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
													for (int i = bones.Length - 2; i > -1; i--) {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
														Vector3 toLastBone = bones[bones.Length - 1].solverPosition - bones[i].solverPosition;
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
														Vector3 toTarget = targetPosition - bones[i].solverPosition;
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							 | 
							
								
									
								 | 
							
							
														Quaternion rotation = Quaternion.FromToRotation(toLastBone, toTarget);
							 | 
						
					
						
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														if (weight >= 1) {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
															//bones[i].transform.rotation = targetRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
															VirtualBone.RotateBy(bones, i, rotation);
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
														} else {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
															VirtualBone.RotateBy(bones, i, Quaternion.Lerp(Quaternion.identity, rotation, weight));
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
														}
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
													}
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
									}
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								}
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 |