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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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								{
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									/// <summary>
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									/// Posing the children of a Transform to match the children of another Transform that has different bone orientations.
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									/// </summary>
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									public class UniversalPoser : Poser
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									{
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										/// <summary>
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										/// Mapping a bone to its target
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										/// </summary>
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										[System.Serializable]
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										public class Map
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										{
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											public Transform bone;
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											[HideInInspector]
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											public Transform target;
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											private Vector3 defaultLocalPosition;
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											private Quaternion defaultLocalRotation;
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											// Custom constructor
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											public Map(Transform bone, Transform target)
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											{
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												this.bone = bone;
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												this.target = target;
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												StoreDefaultState();
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											}
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											public void StoreDefaultState()
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											{
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												defaultLocalPosition = bone.localPosition;
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												defaultLocalRotation = bone.localRotation;
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											}
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											public void FixTransform()
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											{
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												bone.localPosition = defaultLocalPosition;
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												bone.localRotation = defaultLocalRotation;
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											}
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											// Update mapping
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											public void Update(float localRotationWeight, float localPositionWeight, Vector3 targetAxis1, Vector3 targetAxis2, Vector3 axis1, Vector3 axis2)
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											{
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												if (targetAxis1 == axis1 && targetAxis2 == axis2)
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												{
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													bone.localRotation = Quaternion.Lerp(bone.localRotation, target.localRotation, localRotationWeight);
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												}
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												else
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												{
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													Quaternion r = Quaternion.Lerp(bone.localRotation, QuaTools.MatchRotation(target.localRotation, targetAxis1, targetAxis2, axis1, axis2), localRotationWeight);
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													Quaternion c = QuaTools.MatchRotation(Quaternion.identity, targetAxis1, targetAxis2, axis1, axis2);
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													bone.localRotation = c * r;
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												}
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												//bone.localPosition = Vector3.Lerp(bone.localPosition, target.localPosition, localPositionWeight); //TODO
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											}
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										}
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										[Tooltip("Choose 2 axes of a finger bone. For example 1 pointing towards the next finger and 2 pointing up. Select a finger bone in the InteractionTarget hierarchy and see which local axis points towards the next bone and which local axis points up and set targetAxis1 and targetAxis2 accordingly. Then select a finger in this poser's hierarchy and do the same for axis1 and axis2.")]
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										public Vector3 targetAxis1, targetAxis2, axis1, axis2;
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										[Tooltip("List of bones must match InteractionTarget's list of bones in both array size and hierarchy.")]
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										public Map[] bones;
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										public override void AutoMapping() {}
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								        public override void AutoMapping(Transform[] bones)
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								        {
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											if (bones.Length != this.bones.Length)
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								            {
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												Debug.LogError("Trying to use UniversalPoser with an InteractionTarget that has a different number of bones. Bones must match with UniversalPoser bones in both array size and hierarchy", transform);
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												return;
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								            }
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								            for (int i = 0; i < this.bones.Length; i++)
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								            {
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												this.bones[i].target = bones[i];
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								            }
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											StoreDefaultState();
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										}
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								        protected override void InitiatePoser()
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										{
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											StoreDefaultState();
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										}
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										protected override void UpdatePoser()
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										{
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											if (weight <= 0f) return;
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											if (localPositionWeight <= 0f && localRotationWeight <= 0f) return;
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											if (poseRoot == null) return;
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											// Calculate weights
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											float rW = localRotationWeight * weight;
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											float pW = localPositionWeight * weight;
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											// Lerping the localRotation and the localPosition
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											for (int i = 0; i < bones.Length; i++) bones[i].Update(rW, pW, targetAxis1, targetAxis2, axis1, axis2);
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										}
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										protected override void FixPoserTransforms()
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										{
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											for (int i = 0; i < bones.Length; i++)
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											{
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												bones[i].FixTransform();
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											}
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										}
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										private void StoreDefaultState()
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										{
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											for (int i = 0; i < bones.Length; i++)
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											{
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												bones[i].StoreDefaultState();
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											}
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										}
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										// Returns a Transform from the array that has the specified name
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										private Transform GetTargetNamed(string tName, Transform[] array)
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										{
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											for (int i = 0; i < array.Length; i++)
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											{
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												if (array[i].name == tName) return array[i];
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											}
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											return null;
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										}
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									}
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								}
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