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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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									/// The Cartesian axes.
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									/// </summary>
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									[System.Serializable]
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									public enum Axis {
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										X,
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										Y,
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										Z
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									}
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									/// <summary>
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									/// Contains tools for working with Axes that have no positive/negative directions.
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									/// </summary>
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									public class AxisTools {
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										/// <summary>
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										/// Converts an Axis to Vector3.
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										/// </summary>
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										public static Vector3 ToVector3(Axis axis) {
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											if (axis == Axis.X) return Vector3.right;
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											if (axis == Axis.Y) return Vector3.up;
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											return Vector3.forward;
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										}
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										/// <summary>
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										/// Converts a Vector3 to Axis.
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										/// </summary>
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										public static Axis ToAxis(Vector3 v) {
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											float absX = Mathf.Abs(v.x);
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											float absY = Mathf.Abs(v.y);
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											float absZ = Mathf.Abs(v.z);
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											Axis d = Axis.X;
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											if (absY > absX && absY > absZ) d = Axis.Y;
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											if (absZ > absX && absZ > absY) d = Axis.Z;
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											return d;
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										}
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										/// <summary>
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										/// Returns the Axis of the Transform towards a world space position.
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										/// </summary>
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										public static Axis GetAxisToPoint(Transform t, Vector3 worldPosition) {
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											Vector3 axis = GetAxisVectorToPoint(t, worldPosition);
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											if (axis == Vector3.right) return Axis.X;
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											if (axis == Vector3.up) return Axis.Y;
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											return Axis.Z;
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										}
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										/// <summary>
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										/// Returns the Axis of the Transform towards a world space direction.
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										/// </summary>
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										public static Axis GetAxisToDirection(Transform t, Vector3 direction) {
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											Vector3 axis = GetAxisVectorToDirection(t, direction);
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											if (axis == Vector3.right) return Axis.X;
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											if (axis == Vector3.up) return Axis.Y;
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											return Axis.Z;
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										}
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										/// <summary>
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										/// Returns the local axis of the Transform towards a world space position.
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										/// </summary>
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										public static Vector3 GetAxisVectorToPoint(Transform t, Vector3 worldPosition) {
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											return GetAxisVectorToDirection(t, worldPosition - t.position);
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										}
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										/// <summary>
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										/// Returns the local axis of the Transform that aligns the most with a direction.
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										/// </summary>
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										public static Vector3 GetAxisVectorToDirection(Transform t, Vector3 direction) {
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								            return GetAxisVectorToDirection(t.rotation, direction);
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										}
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								        /// <summary>
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										/// Returns the local axis of a rotation space that aligns the most with a direction.
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										/// </summary>
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										public static Vector3 GetAxisVectorToDirection(Quaternion r, Vector3 direction)
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								        {
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								            direction = direction.normalized;
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								            Vector3 axis = Vector3.right;
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								            float dotX = Mathf.Abs(Vector3.Dot(r * Vector3.right, direction));
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								            float dotY = Mathf.Abs(Vector3.Dot(r * Vector3.up, direction));
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								            if (dotY > dotX) axis = Vector3.up;
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								            float dotZ = Mathf.Abs(Vector3.Dot(r * Vector3.forward, direction));
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								            if (dotZ > dotX && dotZ > dotY) axis = Vector3.forward;
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								            return axis;
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								        }
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								    }
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								}
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