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								using UnityEngine;
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								namespace RootMotion.FinalIK
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								{
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								    public partial class IKSolverVR : IKSolver
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								    {
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								        public partial class Locomotion
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								        {
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								            [Tooltip("Start moving (horizontal distance to HMD + HMD velocity) threshold.")]
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								            /// <summary>
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								            /// Start moving (horizontal distance to HMD + HMD velocity) threshold.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Animated)]
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								            public float moveThreshold = 0.3f;
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								            // ANIMATION
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								            [ShowLargeHeaderIf("Animation", "mode", Mode.Animated)] [SerializeField] byte animationHeader;
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								            [Tooltip("Minimum locomotion animation speed.")]
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								            /// <summary>
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								            /// Minimum locomotion animation speed.
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								            /// </summary>
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								            [ShowRangeIf(0.1f, 1f, "mode", Mode.Animated)]
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								            public float minAnimationSpeed = 0.2f;
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								            [Tooltip("Maximum locomotion animation speed.")]
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								            /// <summary>
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								            /// Maximum locomotion animation speed.
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								            /// </summary>
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								            [ShowRangeIf(1f, 10f, "mode", Mode.Animated)]
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								            public float maxAnimationSpeed = 3f;
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								            [Tooltip("Smoothing time for Vector3.SmoothDamping 'VRIK_Horizontal' and 'VRIK_Vertical' parameters. Larger values make animation smoother, but less responsive.")]
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								            /// <summary>
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								            /// Smoothing time for Vector3.SmoothDamping 'VRIK_Horizontal' and 'VRIK_Vertical' parameters. Larger values make animation smoother, but less responsive.
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								            /// </summary>
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								            [ShowRangeIf(0.05f, 0.2f, "mode", Mode.Animated)]
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								            public float animationSmoothTime = 0.1f;
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								            [ShowLargeHeaderIf("Root Position", "mode", Mode.Animated)] [SerializeField] byte rootPositionHeader;
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								            [Tooltip("X and Z standing offset from the horizontal position of the HMD.")]
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								            /// <summary>
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								            /// X and Z standing offset from the horizontal position of the HMD.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Animated)]
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								            public Vector2 standOffset;
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								            [Tooltip("Lerp root towards the horizontal position of the HMD with this speed while moving.")]
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								            /// <summary>
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								            /// Lerp root towards the horizontal position of the HMD with this speed while moving.
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								            /// </summary>
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								            [ShowRangeIf(0f, 50f, "mode", Mode.Animated)]
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								            public float rootLerpSpeedWhileMoving = 30f;
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								            [Tooltip("Lerp root towards the horizontal position of the HMD with this speed while in transition from locomotion to idle state.")]
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								            /// <summary>
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								            /// Lerp root towards the horizontal position of the HMD with this speed while in transition from locomotion to idle state.
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								            /// </summary>
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								            [ShowRangeIf(0f, 50f, "mode", Mode.Animated)]
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								            public float rootLerpSpeedWhileStopping = 10f;
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								            [Tooltip("Lerp root towards the horizontal position of the HMD with this speed while turning on spot.")]
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								            /// <summary>
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								            /// Lerp root towards the horizontal position of the HMD with this speed while turning on spot.
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								            /// </summary>
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								            [ShowRangeIf(0f, 50f, "mode", Mode.Animated)]
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								            public float rootLerpSpeedWhileTurning = 10f;
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								            [Tooltip("Max horizontal distance from the root to the HMD.")]
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								            /// <summary>
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								            /// Max horizontal distance from the root to the HMD.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Animated)]
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								            public float maxRootOffset = 0.5f;
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								            [ShowLargeHeaderIf("Root Rotation", "mode", Mode.Animated)] [SerializeField] byte rootRotationHeader;
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								            [Tooltip("Max root angle from head forward while moving (ik.solver.spine.maxRootAngle).")]
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								            /// <summary>
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								            /// Max root angle from head forward while moving (ik.solver.spine.maxRootAngle).
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								            /// </summary>
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								            [ShowRangeIf(0f, 180f, "mode", Mode.Animated)]
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								            public float maxRootAngleMoving = 10f;
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								            [Tooltip("Max root angle from head forward while standing (ik.solver.spine.maxRootAngle.")]
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								            /// <summary>
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								            /// Max root angle from head forward while standing (ik.solver.spine.maxRootAngle.
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								            /// </summary>
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								            [ShowRangeIf(0f, 180f, "mode", Mode.Animated)]
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								            public float maxRootAngleStanding = 90f;
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								            /// <summary>
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								            /// Multiplies "VRIK_Horizontal" and "VRIK_Vertical" parameters. Larger values make steps longer and animation slower.
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								            /// </summary>
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								            [HideInInspector][SerializeField] public float stepLengthMlp = 1f;
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								            private Animator animator;
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								            private Vector3 velocityLocal, velocityLocalV;
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								            private Vector3 lastCorrection;
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								            private Vector3 lastHeadTargetPos;
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								            private Vector3 lastSpeedRootPos;
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								            private Vector3 lastEndRootPos;
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								            private float rootLerpSpeed, rootVelocityV;
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								            private float animSpeed = 1f;
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								            private float animSpeedV;
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								            private float stopMoveTimer;
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								            private float turn;
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								            private float maxRootAngleV;
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								            private float currentAnimationSmoothTime = 0.05f;
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								            private bool isMoving;
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								            private bool firstFrame = true;
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								            private static int VRIK_Horizontal;
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								            private static int VRIK_Vertical;
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								            private static int VRIK_IsMoving;
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								            private static int VRIK_Speed;
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								            private static int VRIK_Turn;
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								            private static bool isHashed;
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								            public void Initiate_Animated(Animator animator, Vector3[] positions)
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								            {
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								                this.animator = animator;
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								                if (animator == null && mode == Mode.Animated)
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								                {
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								                    Debug.LogError("VRIK is in Animated locomotion mode, but cannot find Animator on the VRIK root gameobject.");
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								                }
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								                ResetParams(positions);
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								            }
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								            private void ResetParams(Vector3[] positions)
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								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastHeadTargetPos = positions[5];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastSpeedRootPos = positions[0];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastEndRootPos = lastSpeedRootPos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastCorrection = Vector3.zero;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                isMoving = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                currentAnimationSmoothTime = 0.05f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                stopMoveTimer = 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            public void Reset_Animated(Vector3[] positions)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                ResetParams(positions);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (animator == null) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (!isHashed)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    VRIK_Horizontal = Animator.StringToHash("VRIK_Horizontal");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    VRIK_Vertical = Animator.StringToHash("VRIK_Vertical");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    VRIK_IsMoving = Animator.StringToHash("VRIK_IsMoving");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    VRIK_Speed = Animator.StringToHash("VRIK_Speed");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    VRIK_Turn = Animator.StringToHash("VRIK_Turn");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    isHashed = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (!firstFrame)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    animator.SetFloat(VRIK_Horizontal, 0f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    animator.SetFloat(VRIK_Vertical, 0f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    animator.SetBool(VRIK_IsMoving, false);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    animator.SetFloat(VRIK_Speed, 1f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    animator.SetFloat(VRIK_Turn, 0f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            private void AddDeltaRotation_Animated(Quaternion delta, Vector3 pivot)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 toLastEndRootPos = lastEndRootPos - pivot;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastEndRootPos = pivot + delta * toLastEndRootPos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 toLastSpeedRootPos = lastSpeedRootPos - pivot;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastSpeedRootPos = pivot + delta * toLastSpeedRootPos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 toLastHeadTargetPos = lastHeadTargetPos - pivot;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastHeadTargetPos = pivot + delta * toLastHeadTargetPos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            private void AddDeltaPosition_Animated(Vector3 delta)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastEndRootPos += delta;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastSpeedRootPos += delta;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastHeadTargetPos += delta;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            private float lastVelLocalMag;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            public void Solve_Animated(IKSolverVR solver, float scale, float deltaTime)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (animator == null)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Debug.LogError("VRIK cannot find Animator on the VRIK root gameobject.", solver.root);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (deltaTime <= 0f) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Root up vector
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 rootUp = solver.rootBone.solverRotation * Vector3.up;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Substract any motion from parent transforms
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 externalDelta = solver.rootBone.solverPosition - lastEndRootPos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                externalDelta -= animator.deltaPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Head target position
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 headTargetPos = solver.spine.headPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 standOffsetWorld = solver.rootBone.solverRotation * new Vector3(standOffset.x, 0f, standOffset.y) * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                headTargetPos += standOffsetWorld;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (firstFrame)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    lastHeadTargetPos = headTargetPos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    firstFrame = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Head target velocity
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 headTargetVelocity = (headTargetPos - lastHeadTargetPos) / deltaTime;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastHeadTargetPos = headTargetPos;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                headTargetVelocity = V3Tools.Flatten(headTargetVelocity, rootUp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Head target offset
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 offset = headTargetPos - solver.rootBone.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                offset -= externalDelta;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                offset -= lastCorrection;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                offset = V3Tools.Flatten(offset, rootUp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Turning
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 headForward = (solver.spine.IKRotationHead * solver.spine.anchorRelativeToHead) * Vector3.forward;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                headForward.y = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 headForwardLocal = Quaternion.Inverse(solver.rootBone.solverRotation) * headForward;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float angle = Mathf.Atan2(headForwardLocal.x, headForwardLocal.z) * Mathf.Rad2Deg;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                angle += solver.spine.rootHeadingOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float turnTarget = angle / 90f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                bool isTurning = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (Mathf.Abs(turnTarget) < 0.2f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    turnTarget = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    isTurning = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                turn = Mathf.Lerp(turn, turnTarget, Time.deltaTime * 3f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                animator.SetFloat(VRIK_Turn, turn * 2f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Local Velocity, animation smoothing
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 velocityLocalTarget = Quaternion.Inverse(solver.readRotations[0]) * (headTargetVelocity + offset);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                velocityLocalTarget *= weight * stepLengthMlp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float animationSmoothTimeTarget = isTurning && !isMoving ? 0.2f : animationSmoothTime;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                currentAnimationSmoothTime = Mathf.Lerp(currentAnimationSmoothTime, animationSmoothTimeTarget, deltaTime * 20f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                velocityLocal = Vector3.SmoothDamp(velocityLocal, velocityLocalTarget, ref velocityLocalV, currentAnimationSmoothTime, Mathf.Infinity, deltaTime);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float velLocalMag = velocityLocal.magnitude / stepLengthMlp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                //animator.SetBool("VRIK_StartWithRightFoot", velocityLocal.x >= 0f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                animator.SetFloat(VRIK_Horizontal, velocityLocal.x / scale);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                animator.SetFloat(VRIK_Vertical, velocityLocal.z / scale);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Is Moving
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float m = moveThreshold * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (isMoving) m *= 0.9f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                bool isMovingRaw = velocityLocal.sqrMagnitude > m * m;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (isMovingRaw) stopMoveTimer = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                else stopMoveTimer += deltaTime;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                isMoving = stopMoveTimer < 0.05f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
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								 | 
							
							
								                // Max root angle
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float maxRootAngleTarget = isMoving ? maxRootAngleMoving : maxRootAngleStanding;
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                solver.spine.maxRootAngle = Mathf.SmoothDamp(solver.spine.maxRootAngle, maxRootAngleTarget, ref maxRootAngleV, 0.2f, Mathf.Infinity, deltaTime);
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							| 
								
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								 | 
							
							
								
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								 | 
							
							
								                animator.SetBool(VRIK_IsMoving, isMoving);
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								 | 
							
							
								                // Animation speed
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							 | 
							
								
									
								 | 
							
							
								                Vector3 currentRootPos = solver.rootBone.solverPosition;
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							 | 
							
								
									
								 | 
							
							
								                currentRootPos -= externalDelta;
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								 | 
							
							
								                currentRootPos -= lastCorrection;
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								 | 
							
							
								                Vector3 rootVelocity = (currentRootPos - lastSpeedRootPos) / deltaTime;
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								 | 
							
							
								                lastSpeedRootPos = solver.rootBone.solverPosition;
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								 | 
							
							
								                float rootVelocityMag = rootVelocity.magnitude;
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								                float animSpeedTarget = minAnimationSpeed;
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								 | 
							
							
								                if (rootVelocityMag > 0f && isMovingRaw)
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								                {
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								 | 
							
							
								                    animSpeedTarget = animSpeed * (velLocalMag / rootVelocityMag);
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								                }
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								 | 
							
							
								                animSpeedTarget = Mathf.Clamp(animSpeedTarget, minAnimationSpeed, maxAnimationSpeed);
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								 | 
							
							
								                animSpeed = Mathf.SmoothDamp(animSpeed, animSpeedTarget, ref animSpeedV, 0.05f, Mathf.Infinity, deltaTime);
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								 | 
							
							
								                animSpeed = Mathf.Lerp(1f, animSpeed, weight);
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								 | 
							
							
								                animator.SetFloat(VRIK_Speed, animSpeed);
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								 | 
							
							
								                // Is Stopping
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								 | 
							
							
								                AnimatorTransitionInfo transInfo = animator.GetAnimatorTransitionInfo(0);
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								 | 
							
							
								                bool isStopping = transInfo.IsUserName("VRIK_Stop");
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							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
								                
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							 | 
							
								
									
								 | 
							
							
								                // Root lerp speed
							 | 
						
					
						
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								 | 
							
							
								                float rootLerpSpeedTarget = 0;
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								 | 
							
							
								                if (isMoving) rootLerpSpeedTarget = rootLerpSpeedWhileMoving;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (isStopping) rootLerpSpeedTarget = rootLerpSpeedWhileStopping;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (isTurning) rootLerpSpeedTarget = rootLerpSpeedWhileTurning;
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							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                rootLerpSpeedTarget *= Mathf.Max(headTargetVelocity.magnitude, 0.2f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                rootLerpSpeed = Mathf.Lerp(rootLerpSpeed, rootLerpSpeedTarget, deltaTime * 20f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Root lerp and limits
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                headTargetPos += V3Tools.ExtractVertical(solver.rootBone.solverPosition - headTargetPos, rootUp, 1f);
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (maxRootOffset > 0f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // Lerp towards head target position
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Vector3 p = solver.rootBone.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
								                    
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (rootLerpSpeed > 0f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        solver.rootBone.solverPosition = Vector3.Lerp(solver.rootBone.solverPosition, headTargetPos, rootLerpSpeed * deltaTime * weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    lastCorrection = solver.rootBone.solverPosition - p;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // Max offset
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    offset = headTargetPos - solver.rootBone.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    offset = V3Tools.Flatten(offset, rootUp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    float offsetMag = offset.magnitude;
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (offsetMag > maxRootOffset)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        lastCorrection += (offset - (offset / offsetMag) * maxRootOffset) * weight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        solver.rootBone.solverPosition += lastCorrection;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                } else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // Snap to head target position
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    lastCorrection = (headTargetPos - solver.rootBone.solverPosition) * weight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.rootBone.solverPosition += lastCorrection;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                lastEndRootPos = solver.rootBone.solverPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |