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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								namespace RootMotion.FinalIK
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								{
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								    /// <summary>
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								    /// Automatic stretch and squash for CCDIK.
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								    /// </summary>
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								    public class CCDStretch : MonoBehaviour
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								    {
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								        public CCDIK ik;
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								        [Range(0f, 0.999f)] public float maxSquash = 0f;
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								        public float maxStretch = 2f;
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								        private Vector3[] defaultLocalPositions = new Vector3[0];
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								        private void Start()
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								        {
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								            // Store default localPositions
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								            defaultLocalPositions = new Vector3[ik.solver.bones.Length - 1];
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								            for (int i = 1; i < ik.solver.bones.Length; i++)
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								            {
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								                defaultLocalPositions[i - 1] = ik.solver.bones[i].transform.localPosition;
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								            }
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								        }
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								        private void LateUpdate()
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								        {
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								            // Reset to default localPositions
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								            for (int i = 1; i < ik.solver.bones.Length; i++)
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								            {
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								                ik.solver.bones[i].transform.localPosition = defaultLocalPositions[i - 1];
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								            }
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								            // Get distance from first bone to target
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								            float targetDist = Vector3.Magnitude((ik.solver.target != null ? ik.solver.target.position : ik.solver.IKPosition) - ik.solver.bones[0].transform.position);
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								            // Get bone chain length
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								            float chainLength = 0f;
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								            for (int i = 1; i < ik.solver.bones.Length; i++)
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								            {
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								                chainLength += Vector3.Magnitude(ik.solver.bones[i].transform.position - ik.solver.bones[i - 1].transform.position);
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								            }
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								            // Compare target distance to chain length...
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								            maxStretch = Mathf.Max(maxStretch, 1f);
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								            float mlp = Mathf.Clamp(targetDist / chainLength, 1f - maxSquash, maxStretch);
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								            // Stretch
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								            for (int i = 1; i < ik.solver.bones.Length; i++)
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								            {
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								                ik.solver.bones[i].transform.localPosition *= mlp;
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								            }
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								        }
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								    }
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								}
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