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								using UnityEngine;
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								using UnityEditor;
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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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									 * Custom inspector and scene view tools for IKSolverFullBody
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									 * */
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									public class IKSolverFullBodyInspector : IKSolverInspector {
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										#region Public methods
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										/*
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										 * Draws the custom inspector for IKSolverFullBody
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										 * */
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										public static void AddInspector(SerializedProperty prop, bool editWeights) {
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											EditorGUILayout.PropertyField(prop.FindPropertyRelative("IKPositionWeight"), new GUIContent("Weight", "Solver weight for smooth blending (ik.solver.IKPositionWeight)."));
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											EditorGUILayout.PropertyField(prop.FindPropertyRelative("iterations"), new GUIContent("Iterations", "Solver iterations per frame."));
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										}
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										/*
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										 * Draws the scene view helpers for IKSolverFullBody
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										 * */
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										public static void AddScene(UnityEngine.Object target, IKSolverFullBody solver, Color color, bool modifiable, ref int selectedEffector, float size) {
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											if (!modifiable) return;
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											if (!solver.initiated) return;
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											if (!Application.isPlaying && !solver.IsValid()) return;
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											// Effectors
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											for (int i = 0; i < solver.effectors.Length; i++) {
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												bool rotate = solver.effectors[i].isEndEffector;
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												float weight = rotate? Mathf.Max(solver.effectors[i].positionWeight, solver.effectors[i].rotationWeight): solver.effectors[i].positionWeight;
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												if (weight > 0 && selectedEffector != i) {
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													Handles.color = color;
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													if (rotate) {
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														if (Inspector.DotButton(solver.effectors[i].position, solver.effectors[i].rotation, size * 0.5f, size * 0.5f)) {
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															selectedEffector = i;
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															return;
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														}
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													} else {
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														if (Inspector.SphereButton(solver.effectors[i].position, solver.effectors[i].rotation, size, size)) {
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															selectedEffector = i;
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															return;
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														}
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													}
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												}
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											}
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											for (int i = 0; i < solver.effectors.Length; i++) IKEffectorInspector.AddScene(solver.effectors[i], color, modifiable && i == selectedEffector, size);
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											if (GUI.changed) EditorUtility.SetDirty(target);
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										}
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										#endregion Public methods
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										public static void AddChain(FBIKChain[] chain, int index, Color color, float size) {
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											Handles.color = color;
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											for (int i = 0; i < chain[index].nodes.Length - 1; i++) {
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												Handles.DrawLine(GetNodePosition(chain[index].nodes[i]), GetNodePosition(chain[index].nodes[i + 1]));
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												Inspector.SphereCap(0, GetNodePosition(chain[index].nodes[i]), Quaternion.identity, size);
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											}
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											Inspector.SphereCap(0, GetNodePosition(chain[index].nodes[chain[index].nodes.Length - 1]), Quaternion.identity, size);
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											for (int i = 0; i < chain[index].children.Length; i++) {
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												Handles.DrawLine(GetNodePosition(chain[index].nodes[chain[index].nodes.Length - 1]), GetNodePosition(chain[chain[index].children[i]].nodes[0]));
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											}
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										}
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										private static Vector3 GetNodePosition(IKSolver.Node node) {
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											if (Application.isPlaying) return node.solverPosition;
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											return node.transform.position;
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										}
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									}
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								}
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