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								using UnityEngine;
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								using System.Collections;
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								using System;
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								namespace RootMotion.FinalIK {
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									/// <summary>
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									/// %IK system for multiple branched %FABRIK chains.
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									/// </summary>
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									[System.Serializable]
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									public class IKSolverFABRIKRoot : IKSolver {
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										#region Main Interface
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										/// <summary>
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										/// Solver iterations.
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										/// </summary>
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										public int iterations = 4;
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										/// <summary>
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										/// The weight of all chains being pinned to root position.
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										/// </summary>
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										[Range(0f, 1f)]
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										public float rootPin = 0f;
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										/// <summary>
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										/// The %FABRIK chains.
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										/// </summary>
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										public FABRIKChain[] chains = new FABRIKChain[0];
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										public override bool IsValid(ref string message) {
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											if (chains.Length == 0) {
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												message = "IKSolverFABRIKRoot contains no chains.";
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												return false;
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											}
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											foreach (FABRIKChain chain in chains) {
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												if (!chain.IsValid(ref message)) return false;
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											}
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											for (int i = 0; i < chains.Length; i++) {
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												for (int c = 0; c < chains.Length; c++) {
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													if (i != c && chains[i].ik == chains[c].ik) {
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														message = chains[i].ik.name + " is represented more than once in IKSolverFABRIKRoot chain.";
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														return false;
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													}
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												}
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											}
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											// Check the children
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											for (int i = 0; i < chains.Length; i++) {
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												for (int c = 0; c < chains[i].children.Length; c++) {
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													int childIndex = chains[i].children[c];
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													if (childIndex < 0) {
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														message = chains[i].ik.name + "IKSolverFABRIKRoot chain at index " + i + " has invalid children array. Child index is < 0.";
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														return false;
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													}
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													if (childIndex == i) {
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														message = chains[i].ik.name + "IKSolverFABRIKRoot chain at index " + i + " has invalid children array. Child index is referencing to itself.";
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														return false;
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													}
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													if (childIndex >= chains.Length) {
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														message = chains[i].ik.name + "IKSolverFABRIKRoot chain at index " + i + " has invalid children array. Child index > number of chains";
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														return false;
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													}
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													// Check if the child chain doesn't have this chain among its children
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													for (int o = 0; o < chains.Length; o++) {
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														if (childIndex == o) {
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															for (int n = 0; n < chains[o].children.Length; n++) {
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																if (chains[o].children[n] == i) {
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																	message = "Circular parenting. " + chains[o].ik.name + " already has " + chains[i].ik.name + " listed as its child.";
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																	return false;
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																}
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															}
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														}
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													}
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													// Check for duplicates
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													for (int n = 0; n < chains[i].children.Length; n++) {
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														if (c != n && chains[i].children[n] == childIndex) {
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															message = "Chain number " + childIndex + " is represented more than once in the children of " + chains[i].ik.name;
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															return false;
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														}
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													}
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												}
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											}
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											return true;
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										}
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										public override void StoreDefaultLocalState() {
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											rootDefaultPosition = root.localPosition;
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											for (int i = 0; i < chains.Length; i++) chains[i].ik.solver.StoreDefaultLocalState();
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										}
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										public override void FixTransforms() {
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											if (!initiated) return;
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											root.localPosition = rootDefaultPosition;
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											for (int i = 0; i < chains.Length; i++) chains[i].ik.solver.FixTransforms();
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										}
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										#endregion Main Interface
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										private bool zeroWeightApplied;
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										private bool[] isRoot;
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										private Vector3 rootDefaultPosition;
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										protected override void OnInitiate() {
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											for (int i = 0; i < chains.Length; i++) chains[i].Initiate();
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											isRoot = new bool[chains.Length];
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											for (int i = 0; i < chains.Length; i++) {
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												isRoot[i] = IsRoot(i);
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											}
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										}
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										// Is the chain at index a root chain (not parented by any other chains)?
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										private bool IsRoot(int index) {
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											for (int i = 0; i < chains.Length; i++) {
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												for (int c = 0; c < chains[i].children.Length; c++) {
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													if (chains[i].children[c] == index) return false;
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												}
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											}
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											return true;
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										}
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										protected override void OnUpdate() {
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											if (IKPositionWeight <= 0 && zeroWeightApplied) return;
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											IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
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											// Set weight of all IK solvers
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											for (int i = 0; i < chains.Length; i++) chains[i].ik.solver.IKPositionWeight = IKPositionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											if (IKPositionWeight <= 0) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												zeroWeightApplied = true;
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
												return;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
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								 | 
							
							
											zeroWeightApplied = false;
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								 | 
							
							
											
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							| 
								
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								 | 
							
							
											for (int i = 0; i < iterations; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
												// Solve trees from their targets
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												for (int c = 0; c < chains.Length; c++) {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
													if (isRoot[c]) chains[c].Stage1(chains);
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								 | 
							
							
												}
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							 | 
							
								
									
								 | 
							
							
												
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								 | 
							
							
												// Get centroid of all tree roots
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
												Vector3 centroid = GetCentroid();
							 | 
						
					
						
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								 | 
							
							
												root.position = centroid;
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								 | 
							
							
												// Start all trees from the centroid
							 | 
						
					
						
							| 
								
							 | 
							
								
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								 | 
							
							
												for (int c = 0; c < chains.Length; c++) {
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							| 
								
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							 | 
							
								
									
								 | 
							
							
													if (isRoot[c]) chains[c].Stage2(centroid, chains);
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							 | 
							
								
									
								 | 
							
							
												}
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								 | 
							
							
											}
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								 | 
							
							
										}
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								 | 
							
							
										
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							| 
								
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								 | 
							
							
										public override IKSolver.Point[] GetPoints() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											IKSolver.Point[] array = new IKSolver.Point[0];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < chains.Length; i++) AddPointsToArray(ref array, chains[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return array;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
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							| 
								
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								 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public override IKSolver.Point GetPoint(Transform transform) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											IKSolver.Point p = null;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < chains.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												p = chains[i].ik.solver.GetPoint(transform);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (p != null) return p;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											
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							| 
								
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							 | 
							
								
									
								 | 
							
							
											return null;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void AddPointsToArray(ref IKSolver.Point[] array, FABRIKChain chain) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											IKSolver.Point[] chainArray = chain.ik.solver.GetPoints();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Array.Resize(ref array, array.Length + chainArray.Length);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											int a = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = array.Length - chainArray.Length; i < array.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												array[i] = chainArray[a];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												a++;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/*
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * Gets the centroid position of all chains respective of their pull weights
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * */
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private Vector3 GetCentroid() {		
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3 centroid = root.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (rootPin >= 1) return centroid;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float pullSum = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < chains.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (isRoot[i]) pullSum += chains[i].pull;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < chains.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (isRoot[i] && pullSum > 0) centroid += (chains[i].ik.solver.bones[0].solverPosition - root.position) * (chains[i].pull / Mathf.Clamp(pullSum, 1f, pullSum));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return Vector3.Lerp(centroid, root.position, rootPin);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |