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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								using System;
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								using System.Reflection;
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								namespace RootMotion
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								{
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								    public class TQ
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								    {
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								        public TQ() { }
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								        public TQ(Vector3 translation, Quaternion rotation)
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								        {
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								            t = translation;
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								            q = rotation;
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								        }
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								        public Vector3 t;
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								        public Quaternion q;
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								    }
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								    /*
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								    Written with the kind help of the one commonly known as Mecanim-Dev.
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								    */
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								    public class AvatarUtility
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								    {
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								        public static Quaternion GetPostRotation(Avatar avatar, AvatarIKGoal avatarIKGoal)
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								        {
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								            int humanId = (int)HumanIDFromAvatarIKGoal(avatarIKGoal);
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								            if (humanId == (int)HumanBodyBones.LastBone) throw new InvalidOperationException("Invalid human id.");
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								            MethodInfo methodGetPostRotation = typeof(Avatar).GetMethod("GetPostRotation", BindingFlags.Instance | BindingFlags.NonPublic);
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								            if (methodGetPostRotation == null) throw new InvalidOperationException("Cannot find GetPostRotation method.");
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								            return (Quaternion)methodGetPostRotation.Invoke(avatar, new object[] { humanId });
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								        }
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								        /// <summary>
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								        /// Get IK position and rotation for foot/hand bone position/rotation.
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								        /// </summary>
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								        public static TQ GetIKGoalTQ(Avatar avatar, float humanScale, AvatarIKGoal avatarIKGoal, TQ bodyPositionRotation, TQ boneTQ)
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								        {
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								            int humanId = (int)HumanIDFromAvatarIKGoal(avatarIKGoal);
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								            if (humanId == (int)HumanBodyBones.LastBone) throw new InvalidOperationException("Invalid human id.");
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								            MethodInfo methodGetAxisLength = typeof(Avatar).GetMethod("GetAxisLength", BindingFlags.Instance | BindingFlags.NonPublic);
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								            if (methodGetAxisLength == null) throw new InvalidOperationException("Cannot find GetAxisLength method.");
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								            MethodInfo methodGetPostRotation = typeof(Avatar).GetMethod("GetPostRotation", BindingFlags.Instance | BindingFlags.NonPublic);
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								            if (methodGetPostRotation == null) throw new InvalidOperationException("Cannot find GetPostRotation method.");
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								            Quaternion postRotation = (Quaternion)methodGetPostRotation.Invoke(avatar, new object[] { humanId });
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								            var goalTQ = new TQ(boneTQ.t, boneTQ.q * postRotation);
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								            if (avatarIKGoal == AvatarIKGoal.LeftFoot || avatarIKGoal == AvatarIKGoal.RightFoot)
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								            {
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								                // Here you could use animator.leftFeetBottomHeight or animator.rightFeetBottomHeight rather than GetAxisLenght
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								                // Both are equivalent but GetAxisLength is the generic way and work for all human bone
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								                float axislength = (float)methodGetAxisLength.Invoke(avatar, new object[] { humanId });
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								                Vector3 footBottom = new Vector3(axislength, 0, 0);
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								                goalTQ.t += (goalTQ.q * footBottom);
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								            }
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								            // IK goal are in avatar body local space
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								            Quaternion invRootQ = Quaternion.Inverse(bodyPositionRotation.q);
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								            goalTQ.t = invRootQ * (goalTQ.t - bodyPositionRotation.t);
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								            goalTQ.q = invRootQ * goalTQ.q;
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								            goalTQ.t /= humanScale;
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								            goalTQ.q = Quaternion.LookRotation(goalTQ.q * Vector3.forward, goalTQ.q * Vector3.up);
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								            return goalTQ;
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								        }
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								        public static TQ WorldSpaceIKGoalToBone(TQ goalTQ, Avatar avatar, AvatarIKGoal avatarIKGoal)
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								        {
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								            int humanId = (int)HumanIDFromAvatarIKGoal(avatarIKGoal);
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								            if (humanId == (int)HumanBodyBones.LastBone) throw new InvalidOperationException("Invalid human id.");
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								            MethodInfo methodGetAxisLength = typeof(Avatar).GetMethod("GetAxisLength", BindingFlags.Instance | BindingFlags.NonPublic);
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								            if (methodGetAxisLength == null) throw new InvalidOperationException("Cannot find GetAxisLength method.");
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								            MethodInfo methodGetPostRotation = typeof(Avatar).GetMethod("GetPostRotation", BindingFlags.Instance | BindingFlags.NonPublic);
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								            if (methodGetPostRotation == null) throw new InvalidOperationException("Cannot find GetPostRotation method.");
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								            Quaternion postRotation = (Quaternion)methodGetPostRotation.Invoke(avatar, new object[] { humanId });
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								            if (avatarIKGoal == AvatarIKGoal.LeftFoot || avatarIKGoal == AvatarIKGoal.RightFoot)
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								            {
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								                // Here you could use animator.leftFeetBottomHeight or animator.rightFeetBottomHeight rather than GetAxisLenght
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								                // Both are equivalent but GetAxisLength is the generic way and work for all human bone
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								                float axislength = (float)methodGetAxisLength.Invoke(avatar, new object[] { humanId });
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								                Vector3 footBottom = new Vector3(axislength, 0, 0);
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								                goalTQ.t -= (goalTQ.q * footBottom);
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								            }
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								            TQ boneTQ = new TQ(goalTQ.t, goalTQ.q * Quaternion.Inverse(postRotation));
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								            return boneTQ;
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								        }
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								        public static TQ GetWorldSpaceIKGoal(BakerHumanoidQT ikQT, BakerHumanoidQT rootQT, float time, float humanScale)
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								        {
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								            var tq = ikQT.Evaluate(time);
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								            var rTQ = rootQT.Evaluate(time);
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								            tq.q = rTQ.q * tq.q;
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								            tq.t = rTQ.t + rTQ.q * tq.t;
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								            tq.t *= humanScale;
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								            return tq;
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								        }
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								        public static HumanBodyBones HumanIDFromAvatarIKGoal(AvatarIKGoal avatarIKGoal)
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								        {
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								            switch (avatarIKGoal)
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								            {
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								                case AvatarIKGoal.LeftFoot: return HumanBodyBones.LeftFoot;
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								                case AvatarIKGoal.RightFoot: return HumanBodyBones.RightFoot;
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								                case AvatarIKGoal.LeftHand: return HumanBodyBones.LeftHand;
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								                case AvatarIKGoal.RightHand: return HumanBodyBones.RightHand;
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								                default: return HumanBodyBones.LastBone;
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								            }
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								        }
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								    }
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								}
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