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								using UnityEngine;
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								using System.Collections;
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								using RootMotion.FinalIK;
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								namespace RootMotion.FinalIK {
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									/// <summary>
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									/// Calculates bending direction and hand rotations for a FBBIK rig for VR hand controllers. 
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									/// </summary>
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									public class FBBIKArmBending : MonoBehaviour {
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										public FullBodyBipedIK ik;
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										// Bend direction offset for the arms
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										public Vector3 bendDirectionOffsetLeft;
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										public Vector3 bendDirectionOffsetRight;
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										// Add some bend direction offset in character space
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										public Vector3 characterSpaceBendOffsetLeft;
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										public Vector3 characterSpaceBendOffsetRight;
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										private Quaternion leftHandTargetRotation;
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										private Quaternion rightHandTargetRotation;
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										private bool initiated;
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										void LateUpdate() {
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											if (ik == null) return;
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											if (!initiated) {
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												ik.solver.OnPostUpdate += OnPostFBBIK;
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												initiated = true;
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											}
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											// Left arm bend direction
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											if (ik.solver.leftHandEffector.target != null) {
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												Vector3 armAxisLeft = Vector3.left;
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												ik.solver.leftArmChain.bendConstraint.direction = ik.solver.leftHandEffector.target.rotation * armAxisLeft +  ik.solver.leftHandEffector.target.rotation * bendDirectionOffsetLeft + ik.transform.rotation * characterSpaceBendOffsetLeft;
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												ik.solver.leftArmChain.bendConstraint.weight = 1f;
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											}
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											// Right arm bend direction
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											if (ik.solver.rightHandEffector.target != null) {
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												Vector3 armAxisRight = Vector3.right;
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												ik.solver.rightArmChain.bendConstraint.direction = ik.solver.rightHandEffector.target.rotation * armAxisRight +  ik.solver.rightHandEffector.target.rotation * bendDirectionOffsetRight + ik.transform.rotation * characterSpaceBendOffsetRight;
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												ik.solver.rightArmChain.bendConstraint.weight = 1f;
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											}
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										}
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										void OnPostFBBIK() {
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											if (ik == null) return;
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											// Rotate hand bones
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											if (ik.solver.leftHandEffector.target != null) {
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												ik.references.leftHand.rotation = ik.solver.leftHandEffector.target.rotation;
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											}
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											if (ik.solver.rightHandEffector.target != null) {
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												ik.references.rightHand.rotation = ik.solver.rightHandEffector.target.rotation;
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											}
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										}
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										void OnDestroy() {
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											if (ik != null) ik.solver.OnPostUpdate -= OnPostFBBIK;
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										}
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									}
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								}
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