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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: Simple two bone ik solver.
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								//
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								//=============================================================================
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								using UnityEngine;
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								namespace Valve.VR
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								{
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								    public class SteamVR_IK : MonoBehaviour
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								    {
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								        public Transform target;
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								        public Transform start, joint, end;
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								        public Transform poleVector, upVector;
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								        public float blendPct = 1.0f;
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								        [HideInInspector]
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								        public Transform startXform, jointXform, endXform;
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								        void LateUpdate()
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								        {
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								            const float epsilon = 0.001f;
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								            if (blendPct < epsilon)
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								                return;
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								            var preUp = upVector ? upVector.up : Vector3.Cross(end.position - start.position, joint.position - start.position).normalized;
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								            var targetPosition = target.position;
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								            var targetRotation = target.rotation;
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								            Vector3 forward, up, result = joint.position;
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								            Solve(start.position, targetPosition, poleVector.position,
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								                (joint.position - start.position).magnitude,
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								                (end.position - joint.position).magnitude,
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								                ref result, out forward, out up);
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								            if (up == Vector3.zero)
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								                return;
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								            var startPosition = start.position;
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								            var jointPosition = joint.position;
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								            var endPosition = end.position;
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								            var startRotationLocal = start.localRotation;
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								            var jointRotationLocal = joint.localRotation;
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								            var endRotationLocal = end.localRotation;
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								            var startParent = start.parent;
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								            var jointParent = joint.parent;
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								            var endParent = end.parent;
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								            var startScale = start.localScale;
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								            var jointScale = joint.localScale;
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								            var endScale = end.localScale;
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								            if (startXform == null)
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								            {
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								                startXform = new GameObject("startXform").transform;
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								                startXform.parent = transform;
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								            }
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								            startXform.position = startPosition;
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								            startXform.LookAt(joint, preUp);
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								            start.parent = startXform;
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								            if (jointXform == null)
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								            {
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								                jointXform = new GameObject("jointXform").transform;
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								                jointXform.parent = startXform;
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								            }
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								            jointXform.position = jointPosition;
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								            jointXform.LookAt(end, preUp);
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								            joint.parent = jointXform;
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								            if (endXform == null)
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								            {
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								                endXform = new GameObject("endXform").transform;
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								                endXform.parent = jointXform;
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								            }
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								            endXform.position = endPosition;
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								            end.parent = endXform;
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								            startXform.LookAt(result, up);
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								            jointXform.LookAt(targetPosition, up);
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								            endXform.rotation = targetRotation;
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								            start.parent = startParent;
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								            joint.parent = jointParent;
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								            end.parent = endParent;
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								            end.rotation = targetRotation; // optionally blend?
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								            // handle blending in/out
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								            if (blendPct < 1.0f)
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								            {
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								                start.localRotation = Quaternion.Slerp(startRotationLocal, start.localRotation, blendPct);
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								                joint.localRotation = Quaternion.Slerp(jointRotationLocal, joint.localRotation, blendPct);
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								                end.localRotation = Quaternion.Slerp(endRotationLocal, end.localRotation, blendPct);
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								            }
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								            // restore scale so it doesn't blow out
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								            start.localScale = startScale;
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								            joint.localScale = jointScale;
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								            end.localScale = endScale;
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								        }
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								        public static bool Solve(
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								            Vector3 start, // shoulder / hip
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								            Vector3 end, // desired hand / foot position
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								            Vector3 poleVector, // point to aim elbow / knee toward
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								            float jointDist, // distance from start to elbow / knee
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								            float targetDist, // distance from joint to hand / ankle
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								            ref Vector3 result, // original and output elbow / knee position
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								            out Vector3 forward, out Vector3 up) // plane formed by root, joint and target
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								        {
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								            var totalDist = jointDist + targetDist;
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								            var start2end = end - start;
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								            var poleVectorDir = (poleVector - start).normalized;
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								            var baseDist = start2end.magnitude;
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								            result = start;
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								            const float epsilon = 0.001f;
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								            if (baseDist < epsilon)
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								            {
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								                // move jointDist toward jointTarget
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								                result += poleVectorDir * jointDist;
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								                forward = Vector3.Cross(poleVectorDir, Vector3.up);
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								                up = Vector3.Cross(forward, poleVectorDir).normalized;
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								            }
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								            else
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								            {
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								                forward = start2end * (1.0f / baseDist);
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								                up = Vector3.Cross(forward, poleVectorDir).normalized;
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (baseDist + epsilon < totalDist)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // calculate the area of the triangle to determine its height
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    var p = (totalDist + baseDist) * 0.5f; // half perimeter
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (p > jointDist + epsilon && p > targetDist + epsilon)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        var A = Mathf.Sqrt(p * (p - jointDist) * (p - targetDist) * (p - baseDist));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        var height = 2.0f * A / baseDist; // distance of joint from line between root and target
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        var dist = Mathf.Sqrt((jointDist * jointDist) - (height * height));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        var right = Vector3.Cross(up, forward); // no need to normalized - already orthonormal
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        result += (forward * dist) + (right * height);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        return true; // in range
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        // move jointDist toward jointTarget
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        result += poleVectorDir * jointDist;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    // move elboDist toward target
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    result += forward * jointDist;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            return false; // edge cases
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |