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								using UnityEngine;
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								using System.Collections;
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								using RootMotion;
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								namespace RootMotion.FinalIK {
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									/// <summary>
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									/// The target of an effector in the InteractionSystem.
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									/// </summary>
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									[HelpURL("https://www.youtube.com/watch?v=r5jiZnsDH3M")]
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									[AddComponentMenu("Scripts/RootMotion.FinalIK/Interaction System/Interaction Target")]
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									public class InteractionTarget : MonoBehaviour {
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								        [System.Serializable]
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								        public enum RotationMode
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								        {
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								            TwoDOF = 0,
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								            ThreeDOF = 1
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								        }
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								        // Open the User Manual URL
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								        [ContextMenu("User Manual")]
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								        void OpenUserManual()
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								        {
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								            Application.OpenURL("http://www.root-motion.com/finalikdox/html/page10.html");
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								        }
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								        // Open the Script Reference URL
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								        [ContextMenu("Scrpt Reference")]
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								        void OpenScriptReference()
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								        {
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								            Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_target.html");
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								        }
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								        // Open a video tutorial video
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								        [ContextMenu("TUTORIAL VIDEO (PART 1: BASICS)")]
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										void OpenTutorial1() {
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											Application.OpenURL("https://www.youtube.com/watch?v=r5jiZnsDH3M");
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										}
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										// Open a video tutorial video
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										[ContextMenu("TUTORIAL VIDEO (PART 2: PICKING UP...)")]
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										void OpenTutorial2() {
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											Application.OpenURL("https://www.youtube.com/watch?v=eP9-zycoHLk");
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										}
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										// Open a video tutorial video
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										[ContextMenu("TUTORIAL VIDEO (PART 3: ANIMATION)")]
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										void OpenTutorial3() {
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											Application.OpenURL("https://www.youtube.com/watch?v=sQfB2RcT1T4&index=14&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
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										}
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										// Open a video tutorial video
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										[ContextMenu("TUTORIAL VIDEO (PART 4: TRIGGERS)")]
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										void OpenTutorial4() {
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											Application.OpenURL("https://www.youtube.com/watch?v=-TDZpNjt2mk&index=15&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
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										}
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										// Link to the Final IK Google Group
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										[ContextMenu("Support Group")]
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										void SupportGroup() {
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											Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik");
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										}
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										// Link to the Final IK Asset Store thread in the Unity Community
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										[ContextMenu("Asset Store Thread")]
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										void ASThread() {
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											Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/");
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										}
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										/// <summary>
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										/// Multiplies the value of a weight curve for this effector target.
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										/// </summary>
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										[System.Serializable]
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										public class Multiplier {
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											/// <summary>
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											/// The curve type (InteractionObject.WeightCurve.Type).
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											/// </summary>
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											[Tooltip("The curve type (InteractionObject.WeightCurve.Type).")]
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											public InteractionObject.WeightCurve.Type curve;
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											/// <summary>
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											/// Multiplier of the curve's value.
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											/// </summary>
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											[Tooltip("Multiplier of the curve's value.")]
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											public float multiplier;
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										}
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										/// <summary>
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										/// The type of the FBBIK effector.
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										/// </summary>
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										[Tooltip("The type of the FBBIK effector.")]
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										public FullBodyBipedEffector effectorType;
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										/// <summary>
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										/// InteractionObject weight curve multipliers for this effector target.
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										/// </summary>
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										[Tooltip("InteractionObject weight curve multipliers for this effector target.")]
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										public Multiplier[] multipliers;
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										/// <summary>
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										/// The interaction speed multiplier for this effector. This can be used to make interactions faster/slower for specific effectors.
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										/// </summary>
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										[Tooltip("The interaction speed multiplier for this effector. This can be used to make interactions faster/slower for specific effectors.")]
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										public float interactionSpeedMlp = 1f;
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										/// <summary>
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										/// The pivot to twist/swing this interaction target about. For symmetric objects that can be interacted with from a certain angular range.
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										/// </summary>
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										[Tooltip("The pivot to twist/swing this interaction target about. For symmetric objects that can be interacted with from a certain angular range.")]
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										public Transform pivot;
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								        /// <summary>
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								        /// 2 or 3 degrees of freedom to match this InteractionTarget's rotation to the effector bone rotation.
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								        /// </summary>
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								        [Tooltip("2 or 3 degrees of freedom to match this InteractionTarget's rotation to the effector bone rotation.")]
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								        public RotationMode rotationMode;
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										/// <summary>
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										/// The axis of twisting the interaction target.
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										/// </summary>
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										[Tooltip("The axis of twisting the interaction target (blue line).")]
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										public Vector3 twistAxis = Vector3.up;
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										/// <summary>
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										/// The weight of twisting the interaction target towards the effector bone in the start of the interaction.
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										/// </summary>
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										[Tooltip("The weight of twisting the interaction target towards the effector bone in the start of the interaction.")]
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										public float twistWeight = 1f;
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										/// <summary>
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										/// The weight of swinging the interaction target towards the effector bone in the start of the interaction. Swing is defined as a 3-DOF rotation around any axis, while twist is only around the twist axis.
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										/// </summary>
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										[Tooltip("The weight of swinging the interaction target towards the effector bone in the start of the interaction. Swing is defined as a 3-DOF rotation around any axis, while twist is only around the twist axis.")]
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										public float swingWeight;
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								        /// <summary>
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								        /// The weight of rotating this InteractionTarget to the effector bone in the start of the interaction (and during if 'Rotate Once' is disabled
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								        /// </summary>
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								        [Tooltip("The weight of rotating this InteractionTarget to the effector bone in the start of the interaction (and during if 'Rotate Once' is disabled")]
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								        [Range(0f, 1f)] public float threeDOFWeight = 1f;
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										/// <summary>
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								 | 
							
							
										/// If true, will twist/swing around the pivot only once at the start of the interaction. If false, will continue rotating throuout the whole interaction.
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										/// </summary>
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										[Tooltip("If true, will twist/swing around the pivot only once at the start of the interaction. If false, will continue rotating throuout the whole interaction.")]
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										public bool rotateOnce = true;
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								        /// <summary>
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								 | 
							
							
								        /// Will not set HandPoser's pose target and allows you to use a pose target from a previous interaction if disabled.
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								        /// </summary>
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								 | 
							
							
								        [Tooltip("Will not set HandPoser's pose target and allows you to use a pose target from a previous interaction if disabled.")]
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								        public bool usePoser = true;
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										/// <summary>
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										/// Used only together with UniversalPoser. List of bones must match UniversalPoser's list of bones in both array size and hierarchy.
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										/// </summary>
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										[Tooltip("Used only together with UniversalPoser. List of bones must match UniversalPoser's list of bones in both array size and hierarchy.")]
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										public Transform[] bones = new Transform[0];
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										private Quaternion defaultLocalRotation;
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										private Transform lastPivot;
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										// Should a curve of the Type be ignored for this effector?
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										public float GetValue(InteractionObject.WeightCurve.Type curveType) {
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											for (int i = 0; i < multipliers.Length; i++) if (multipliers[i].curve == curveType) return multipliers[i].multiplier;
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											return 1f;
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										}
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								        // Reset the twist and swing rotation of the target
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								        public void ResetRotation() {
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											if (pivot != null) pivot.localRotation = defaultLocalRotation;
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										}
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								        // Rotate this target towards a position
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								        public void RotateTo(Transform bone) {
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								            if (pivot == null) return;
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								            if (pivot != lastPivot) {
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								 | 
							
							
								                defaultLocalRotation = pivot.localRotation;
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								 | 
							
							
								                lastPivot = pivot;
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								            }
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								            // Rotate to the default local rotation
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								 | 
							
							
								            pivot.localRotation = defaultLocalRotation;
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								 | 
							
							
								            switch (rotationMode)
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								            {
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								 | 
							
							
								                case RotationMode.TwoDOF:
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								 | 
							
							
								                    // Twisting around the twist axis
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								 | 
							
							
								                    if (twistWeight > 0f)
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								 | 
							
							
								                    {
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								 | 
							
							
								                        Vector3 targetTangent = transform.position - pivot.position;
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							| 
								
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								 | 
							
							
								                        Vector3 n = pivot.rotation * twistAxis;
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								 | 
							
							
								                        Vector3 normal = n;
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							| 
								
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							 | 
							
								
									
								 | 
							
							
								                        Vector3.OrthoNormalize(ref normal, ref targetTangent);
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								 | 
							
							
								
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								 | 
							
							
								                        normal = n;
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								                        Vector3 direction = bone.position - pivot.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        Vector3.OrthoNormalize(ref normal, ref direction);
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
								                        Quaternion q = QuaTools.FromToAroundAxis(targetTangent, direction, n);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        pivot.rotation = Quaternion.Lerp(Quaternion.identity, q, twistWeight) * pivot.rotation;
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								                    }
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // Swinging freely
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (swingWeight > 0f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        Quaternion s = Quaternion.FromToRotation(transform.position - pivot.position, bone.position - pivot.position);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        pivot.rotation = Quaternion.Lerp(Quaternion.identity, s, swingWeight) * pivot.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case RotationMode.ThreeDOF:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // Free rotation around all axes
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (threeDOFWeight <= 0f) break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Quaternion fromTo = QuaTools.FromToRotation(transform.rotation, bone.rotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (threeDOFWeight >= 1f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        pivot.rotation = fromTo * pivot.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    } else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        pivot.rotation = Quaternion.Slerp(Quaternion.identity, fromTo, threeDOFWeight) * pivot.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |