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								using UnityEngine;
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								using System.Collections;
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								namespace RootMotion {
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									/// <summary>
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									/// Helper methods for dealing with 3-dimensional vectors.
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									/// </summary>
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									public static class V3Tools {
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								        /// <summary>
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								        /// Returns yaw angle (-180 - 180) of 'forward' vector.
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								        /// </summary>
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								        public static float GetYaw(Vector3 forward)
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								        {
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								            if (forward.x == 0f && forward.z == 0f) return 0f;
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								            if (float.IsInfinity(forward.x) || float.IsInfinity(forward.z)) return 0;
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								            return Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
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								        }
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								        /// <summary>
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								        /// Returns pitch angle (-90 - 90) of 'forward' vector.
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								        /// </summary>
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								        public static float GetPitch(Vector3 forward)
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								        {
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								            forward = forward.normalized; // Asin range -1 - 1
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								            return -Mathf.Asin(forward.y) * Mathf.Rad2Deg;
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								        }
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								        /// <summary>
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								        /// Returns bank angle (-180 - 180) of 'forward' and 'up' vectors.
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								        /// </summary>
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								        public static float GetBank(Vector3 forward, Vector3 up)
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								        {
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								            Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(Vector3.up, forward));
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								            up = q * up;
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								            float result = Mathf.Atan2(up.x, up.z) * Mathf.Rad2Deg;
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								            return Mathf.Clamp(result, -180f, 180f);
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								        }
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								        /// <summary>
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								        /// Returns yaw angle (-180 - 180) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
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								        /// </summary>
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								        public static float GetYaw(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward)
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								        {
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								            Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
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								            Vector3 dirLocal = space * forward;
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								            if (dirLocal.x == 0f && dirLocal.z == 0f) return 0f;
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								            if (float.IsInfinity(dirLocal.x) || float.IsInfinity(dirLocal.z)) return 0;
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								            return Mathf.Atan2(dirLocal.x, dirLocal.z) * Mathf.Rad2Deg;
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								        }
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								        /// <summary>
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								        /// Returns pitch angle (-90 - 90) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
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								        /// </summary>
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								        public static float GetPitch(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward)
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								        {
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								            Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
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								            Vector3 dirLocal = space * forward;
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								            forward.Normalize();
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								            return -Mathf.Asin(dirLocal.y) * Mathf.Rad2Deg;
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								        }
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								        /// <summary>
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								        /// Returns bank angle (-180 - 180) of 'forward' and 'up' vectors relative to rotation space defined by spaceForward and spaceUp axes.
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								        /// </summary>
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								        public static float GetBank(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward, Vector3 up)
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								        {
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								            Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
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								            forward = space * forward;
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								            up = space * up;
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								            Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(spaceUp, forward));
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								            up = q * up;
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								            float result = Mathf.Atan2(up.x, up.z) * Mathf.Rad2Deg;
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								            return Mathf.Clamp(result, -180f, 180f);
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								        }
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								        /// <summary>
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								        /// Optimized Vector3.Lerp
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								        /// </summary>
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								        public static Vector3 Lerp(Vector3 fromVector, Vector3 toVector, float weight) {
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											if (weight <= 0f) return fromVector;
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											if (weight >= 1f) return toVector;
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											return Vector3.Lerp(fromVector, toVector, weight);
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										}
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										/// <summary>
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										/// Optimized Vector3.Slerp
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										/// </summary>
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										public static Vector3 Slerp(Vector3 fromVector, Vector3 toVector, float weight) {
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											if (weight <= 0f) return fromVector;
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											if (weight >= 1f) return toVector;
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											return Vector3.Slerp(fromVector, toVector, weight);
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										}
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								        /// <summary>
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								        /// Returns vector projection on axis multiplied by weight.
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								        /// </summary>
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								        public static Vector3 ExtractVertical(Vector3 v, Vector3 verticalAxis, float weight)
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								        {
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								            if (weight <= 0f) return Vector3.zero;
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								            if (verticalAxis == Vector3.up) return Vector3.up * v.y * weight;
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								            return Vector3.Project(v, verticalAxis) * weight;
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								        }
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								        /// <summary>
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								        /// Returns vector projected to a plane and multiplied by weight.
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								        /// </summary>
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								        public static Vector3 ExtractHorizontal(Vector3 v, Vector3 normal, float weight)
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								        {
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								            if (weight <= 0f) return Vector3.zero;
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								            if (normal == Vector3.up) return new Vector3(v.x, 0f, v.z) * weight;
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								            Vector3 tangent = v;
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								            Vector3.OrthoNormalize(ref normal, ref tangent);
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								            return Vector3.Project(v, tangent) * weight;
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								        }
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								        /// <summary>
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								        /// Flattens a vector on a plane defined by 'normal'.
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								        /// </summary>
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								        public static Vector3 Flatten(Vector3 v, Vector3 normal)
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								        {
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								            if (normal == Vector3.up) return new Vector3(v.x, 0f, v.z);
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								            return v - Vector3.Project(v, normal);
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								        }
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								        /// <summary>
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								        /// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
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								        /// </summary>
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								        public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing)
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            if (clampWeight <= 0) return direction;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            if (clampWeight >= 1f) return normalDirection;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            // Getting the angle between direction and normalDirection
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            float angle = Vector3.Angle(normalDirection, direction);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            float dot = 1f - (angle / 180f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            if (dot > clampWeight) return direction;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								           
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            // Clamping the target
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            float targetClampMlp = clampWeight > 0 ? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f) : 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            // Calculating the clamp multiplier
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            float clampMlp = clampWeight > 0 ? Mathf.Clamp(dot / clampWeight, 0f, 1f) : 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            // Sine smoothing iterations
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            for (int i = 0; i < clampSmoothing; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float sinF = clampMlp * Mathf.PI * 0.5f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                clampMlp = Mathf.Sin(sinF);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            // Slerping the direction (don't use Lerp here, it breaks it)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            return Vector3.Slerp(normalDirection, direction, clampMlp * targetClampMlp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        /// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        /// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        /// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing, out bool changed) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											changed = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (clampWeight <= 0) return direction;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (clampWeight >= 1f) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												changed = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return normalDirection;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Getting the angle between direction and normalDirection
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float angle = Vector3.Angle(normalDirection, direction);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float dot = 1f - (angle / 180f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (dot > clampWeight) return direction;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											changed = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Clamping the target
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float targetClampMlp = clampWeight > 0? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f): 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Calculating the clamp multiplier
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float clampMlp = clampWeight > 0? Mathf.Clamp(dot / clampWeight, 0f, 1f): 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Sine smoothing iterations
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < clampSmoothing; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												float sinF = clampMlp * Mathf.PI * 0.5f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												clampMlp = Mathf.Sin(sinF);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Slerping the direction (don't use Lerp here, it breaks it)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return Vector3.Slerp(normalDirection, direction, clampMlp * targetClampMlp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing, out float clampValue) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											clampValue = 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (clampWeight <= 0) return direction;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (clampWeight >= 1f) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return normalDirection;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Getting the angle between direction and normalDirection
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float angle = Vector3.Angle(normalDirection, direction);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float dot = 1f - (angle / 180f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (dot > clampWeight) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												clampValue = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return direction;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Clamping the target
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float targetClampMlp = clampWeight > 0? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f): 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Calculating the clamp multiplier
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float clampMlp = clampWeight > 0? Mathf.Clamp(dot / clampWeight, 0f, 1f): 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Sine smoothing iterations
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < clampSmoothing; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												float sinF = clampMlp * Mathf.PI * 0.5f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												clampMlp = Mathf.Sin(sinF);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Slerping the direction (don't use Lerp here, it breaks it)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float slerp = clampMlp * targetClampMlp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											clampValue = 1f - slerp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return Vector3.Slerp(normalDirection, direction, slerp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// Get the intersection point of line and plane
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public static Vector3 LineToPlane(Vector3 origin, Vector3 direction, Vector3 planeNormal, Vector3 planePoint) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float dot = Vector3.Dot(planePoint - origin, planeNormal);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float normalDot = Vector3.Dot(direction, planeNormal);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (normalDot == 0.0f) return Vector3.zero;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float dist = dot / normalDot;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return origin + direction.normalized * dist;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// Projects a point to a plane.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public static Vector3 PointToPlane(Vector3 point, Vector3 planePosition, Vector3 planeNormal) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (planeNormal == Vector3.up) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return new Vector3(point.x, planePosition.y, point.z);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3 tangent = point - planePosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3 normal = planeNormal;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3.OrthoNormalize(ref normal, ref tangent);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return planePosition + Vector3.Project(point - planePosition, tangent);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        /// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        /// Same as Transform.TransformPoint(), but not using scale.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        /// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        public static Vector3 TransformPointUnscaled(Transform t, Vector3 point)
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								        {
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								            return t.position + t.rotation * point;
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								        }
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								        /// <summary>
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								        /// Same as Transform.InverseTransformPoint(), but not using scale.
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								        /// </summary>
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								        public static Vector3 InverseTransformPointUnscaled(Transform t, Vector3 point)
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								        {
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								            return Quaternion.Inverse(t.rotation) * (point - t.position);
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								        }
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								        /// <summary>
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								        /// Same as Transform.InverseTransformPoint();
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								        /// </summary>
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								        public static Vector3 InverseTransformPoint(Vector3 tPos, Quaternion tRot, Vector3 tScale, Vector3 point)
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								        {
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								            return Div(Quaternion.Inverse(tRot) * (point - tPos), tScale);
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								        }
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								        /// <summary>
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								        /// Same as Transform.TransformPoint()
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								        /// </summary>
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								        public static Vector3 TransformPoint(Vector3 tPos, Quaternion tRot, Vector3 tScale, Vector3 point)
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								        {
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								            return tPos + Vector3.Scale(tRot * point, tScale);
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								        }
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								        /// <summary>
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								        /// Divides the values of v1 by the values of v2.
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								        /// </summary>
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								        public static Vector3 Div(Vector3 v1, Vector3 v2)
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								        {
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								            return new Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z);
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								        }
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								    }
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								}
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