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								using UnityEngine;
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								using System.Collections;
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								namespace RootMotion.FinalIK {
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									/// <summary>
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									/// Head effector for FBBIK.
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									/// </summary>
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									public class FBBIKHeadEffector : MonoBehaviour {
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										[Tooltip("Reference to the FBBIK component.")]
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										public FullBodyBipedIK ik;
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										[LargeHeader("Position")]
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										[Tooltip("Master weight for positioning the head.")]
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										[Range(0f, 1f)] public float positionWeight = 1f;
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										[Tooltip("The weight of moving the body along with the head")]
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										[Range(0f, 1f)] public float bodyWeight = 0.8f;
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										[Tooltip("The weight of moving the thighs along with the head")]
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										[Range(0f, 1f)] public float thighWeight = 0.8f;
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										[Tooltip("If false, hands will not pull the head away if they are too far. Disabling this will improve performance significantly.")]
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										public bool handsPullBody = true;
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										[LargeHeader("Rotation")]
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										[Tooltip("The weight of rotating the head bone after solving")]
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										[Range(0f, 1f)] public float rotationWeight = 0f;
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										[Tooltip("Clamping the rotation of the body")]
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										[Range(0f, 1f)] public float bodyClampWeight = 0.5f;
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										[Tooltip("Clamping the rotation of the head")]
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										[Range(0f, 1f)] public float headClampWeight = 0.5f;
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										[Tooltip("The master weight of bending/twisting the spine to the rotation of the head effector. This is similar to CCD, but uses the rotation of the head effector not the position.")]
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										[Range(0f, 1f)] public float bendWeight = 1f;
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										[Tooltip("The bones to use for bending.")]
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										public BendBone[] bendBones = new BendBone[0];
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										[System.Serializable]
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										public class BendBone {
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											[Tooltip("Assign spine and/or neck bones.")]
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											public Transform transform;
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											[Tooltip("The weight of rotating this bone.")]
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											[Range(0f, 1f)] public float weight = 0.5f;
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											private Quaternion defaultLocalRotation = Quaternion.identity;
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											public BendBone() {}
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											public BendBone(Transform transform, float weight) {
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												this.transform = transform;
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												this.weight = weight;
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											}
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											public void StoreDefaultLocalState() {
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												defaultLocalRotation = transform.localRotation;
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											}
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											public void FixTransforms() {
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												transform.localRotation = defaultLocalRotation;
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											}
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										}
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										[LargeHeader("CCD")]
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										[Tooltip("Optional. The master weight of the CCD (Cyclic Coordinate Descent) IK effect that bends the spine towards the head effector before FBBIK solves.")] 
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										[Range(0f, 1f)] public float CCDWeight = 1f;
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										[Tooltip("The weight of rolling the bones in towards the target")]
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										[Range(0f, 1f)] public float roll = 0f;
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										[Tooltip("Smoothing the CCD effect.")]
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										[Range(0f, 1000f)] public float damper = 500f;
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										[Tooltip("Bones to use for the CCD pass. Assign spine and/or neck bones.")]
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										public Transform[] CCDBones = new Transform[0];
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										[LargeHeader("Stretching")]
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										[Tooltip("Stretching the spine/neck to help reach the target. This is useful for making sure the head stays locked relative to the VR headset. NB! Stretching is done after FBBIK has solved so if you have the hand effectors pinned and spine bones included in the 'Stretch Bones', the hands might become offset from their target positions.")]
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										[Range(0f, 1f)] public float postStretchWeight = 1f;
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										[Tooltip("Stretch magnitude limit.")]
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										public float maxStretch = 0.1f;
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										[Tooltip("If > 0, dampers the stretching effect.")]
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										public float stretchDamper = 0f;
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										[Tooltip("If true, will fix head position to this Transform no matter what. Good for making sure the head will not budge away from the VR headset")]
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										public bool fixHead;
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										[Tooltip("Bones to use for stretching. The more bones you add, the less noticable the effect.")]
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										public Transform[] stretchBones = new Transform[0];
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										[LargeHeader("Chest Direction")]
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										public Vector3 chestDirection = Vector3.forward;
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										[Range(0f, 1f)] public float chestDirectionWeight = 1f;
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										public Transform[] chestBones = new Transform[0];
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										public IKSolver.UpdateDelegate OnPostHeadEffectorFK;
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										private Vector3 offset, headToBody, shoulderCenterToHead, headToLeftThigh, headToRightThigh, leftShoulderPos, rightShoulderPos;
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										private float shoulderDist, leftShoulderDist, rightShoulderDist;
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										private Quaternion chestRotation;
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										private Quaternion headRotationRelativeToRoot;
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										private Quaternion[] ccdDefaultLocalRotations = new Quaternion[0];
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										private Vector3 headLocalPosition;
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										private Quaternion headLocalRotation;
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										private Vector3[] stretchLocalPositions = new Vector3[0];
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										private Quaternion[] stretchLocalRotations = new Quaternion[0];
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										private Vector3[] chestLocalPositions = new Vector3[0];
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										private Quaternion[] chestLocalRotations = new Quaternion[0];
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										private int bendBonesCount;
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										private int ccdBonesCount;
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										private int stretchBonesCount;
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										private int chestBonesCount;
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										// Register to get messages from the FBBIK
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										void Start() {
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											ik.solver.OnPreRead += OnPreRead;
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											ik.solver.OnPreIteration += Iterate;
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											ik.solver.OnPostUpdate += OnPostUpdate;
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											ik.solver.OnStoreDefaultLocalState += OnStoreDefaultLocalState;
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											ik.solver.OnFixTransforms += OnFixTransforms;
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											OnStoreDefaultLocalState();
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											headRotationRelativeToRoot = Quaternion.Inverse(ik.references.root.rotation) * ik.references.head.rotation;
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										}
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										// Store the default local positions and rotations of the bones used by this head effector.
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void OnStoreDefaultLocalState() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											foreach (BendBone bendBone in bendBones) {
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							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
												if (bendBone != null) bendBone.StoreDefaultLocalState();
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							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
											ccdDefaultLocalRotations = new Quaternion[CCDBones.Length];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < CCDBones.Length; i++) {
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (CCDBones[i] != null) ccdDefaultLocalRotations[i] = CCDBones[i].localRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
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							| 
								
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								 | 
							
							
								
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								 | 
							
							
											headLocalPosition = ik.references.head.localPosition;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											headLocalRotation = ik.references.head.localRotation;
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								 | 
							
							
											stretchLocalPositions = new Vector3[stretchBones.Length];
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							 | 
							
								
									
								 | 
							
							
											stretchLocalRotations = new Quaternion[stretchBones.Length];
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							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < stretchBones.Length; i++) {
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								 | 
							
							
												if (stretchBones[i] != null) {
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							 | 
							
								
									
								 | 
							
							
													stretchLocalPositions[i] = stretchBones[i].localPosition;
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							 | 
							
								
									
								 | 
							
							
													stretchLocalRotations[i] = stretchBones[i].localRotation;
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							 | 
							
								
									
								 | 
							
							
												}
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
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							| 
								
							 | 
							
								
							 | 
							
								
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								 | 
							
							
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
											chestLocalPositions = new Vector3[chestBones.Length];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											chestLocalRotations = new Quaternion[chestBones.Length];
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < chestBones.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (chestBones[i] != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													chestLocalPositions[i] = chestBones[i].localPosition;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													chestLocalRotations[i] = chestBones[i].localRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
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								 | 
							
							
											bendBonesCount = bendBones.Length;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											ccdBonesCount = CCDBones.Length;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											stretchBonesCount = stretchBones.Length;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											chestBonesCount = chestBones.Length;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Fix the bones used by this head effector to their default local state
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void OnFixTransforms() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (!enabled) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											foreach (BendBone bendBone in bendBones) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (bendBone != null) bendBone.FixTransforms();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < CCDBones.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (CCDBones[i] != null) CCDBones[i].localRotation = ccdDefaultLocalRotations[i];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											ik.references.head.localPosition = headLocalPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											ik.references.head.localRotation = headLocalRotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < stretchBones.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (stretchBones[i] != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													stretchBones[i].localPosition = stretchLocalPositions[i];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													stretchBones[i].localRotation = stretchLocalRotations[i];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < chestBones.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (chestBones[i] != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													chestBones[i].localPosition = chestLocalPositions[i];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													chestBones[i].localRotation = chestLocalRotations[i];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Called by the FBBIK each time before it reads the pose
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void OnPreRead() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (!enabled) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (!gameObject.activeInHierarchy) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (ik.solver.iterations == 0) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											ik.solver.FABRIKPass = handsPullBody;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (bendBonesCount != bendBones.Length || ccdBonesCount != CCDBones.Length || stretchBonesCount != stretchBones.Length || chestBonesCount != chestBones.Length) OnStoreDefaultLocalState();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Chest direction
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											ChestDirection();
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Spine Bend
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											SpineBend ();
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// CCD
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											CCDPass();
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Body
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											offset = transform.position - ik.references.head.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											shoulderDist = Vector3.Distance(ik.references.leftUpperArm.position, ik.references.rightUpperArm.position);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											leftShoulderDist = Vector3.Distance(ik.references.head.position, ik.references.leftUpperArm.position);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											rightShoulderDist = Vector3.Distance(ik.references.head.position, ik.references.rightUpperArm.position);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											headToBody = ik.solver.rootNode.position - ik.references.head.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											headToLeftThigh = ik.references.leftThigh.position - ik.references.head.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											headToRightThigh = ik.references.rightThigh.position - ik.references.head.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											leftShoulderPos = ik.references.leftUpperArm.position + offset * bodyWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											rightShoulderPos = ik.references.rightUpperArm.position + offset * bodyWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											chestRotation = Quaternion.LookRotation(ik.references.head.position - ik.references.leftUpperArm.position, ik.references.rightUpperArm.position - ik.references.leftUpperArm.position);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (OnPostHeadEffectorFK != null) OnPostHeadEffectorFK ();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Bending the spine to the head effector
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void SpineBend() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float w = bendWeight * ik.solver.IKPositionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (w <= 0f) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (bendBones.Length == 0) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Quaternion rotation = transform.rotation * Quaternion.Inverse(ik.references.root.rotation * headRotationRelativeToRoot);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											rotation = QuaTools.ClampRotation(rotation, bodyClampWeight, 2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float step = 1f / bendBones.Length;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < bendBones.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (bendBones[i].transform != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													bendBones[i].transform.rotation = Quaternion.Lerp(Quaternion.identity, rotation, step * bendBones[i].weight * w) * bendBones[i].transform.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Single CCD pass to make the spine less stiff 
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void CCDPass() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float w = CCDWeight * ik.solver.IKPositionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (w <= 0f) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = CCDBones.Length - 1; i > -1; i--) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Quaternion r = Quaternion.FromToRotation(ik.references.head.position - CCDBones[i].position, transform.position - CCDBones[i].position) * CCDBones[i].rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												float d = Mathf.Lerp((CCDBones.Length - i) / CCDBones.Length, 1f, roll);
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
												float a = Quaternion.Angle(Quaternion.identity, r);
							 | 
						
					
						
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								 | 
							
							
												
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							 | 
							
								
									
								 | 
							
							
												a = Mathf.Lerp(0f, a, (damper - a) / damper);
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												CCDBones[i].rotation = Quaternion.RotateTowards(CCDBones[i].rotation, r, a * w * d);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
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								 | 
							
							
								
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								 | 
							
							
										//private float leftArmLength;
							 | 
						
					
						
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										// Called by the FBBIK before each solver iteration
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void Iterate(int iteration) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (!enabled) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (!gameObject.activeInHierarchy) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (ik.solver.iterations == 0) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Shoulders
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											leftShoulderPos = transform.position + (leftShoulderPos - transform.position).normalized * leftShoulderDist;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											rightShoulderPos = transform.position + (rightShoulderPos - transform.position).normalized * rightShoulderDist;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Solve (ref leftShoulderPos, ref rightShoulderPos, shoulderDist);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											LerpSolverPosition(ik.solver.leftShoulderEffector, leftShoulderPos, positionWeight * ik.solver.IKPositionWeight, ik.solver.leftShoulderEffector.positionOffset);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											LerpSolverPosition(ik.solver.rightShoulderEffector, rightShoulderPos, positionWeight * ik.solver.IKPositionWeight, ik.solver.rightShoulderEffector.positionOffset);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Body
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Quaternion chestRotationSolved = Quaternion.LookRotation(transform.position - leftShoulderPos, rightShoulderPos - leftShoulderPos);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Quaternion rBody = QuaTools.FromToRotation(chestRotation, chestRotationSolved);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3 headToBodySolved = rBody * headToBody;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											LerpSolverPosition(ik.solver.bodyEffector, transform.position + headToBodySolved, positionWeight * ik.solver.IKPositionWeight, ik.solver.bodyEffector.positionOffset - ik.solver.pullBodyOffset);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Thighs
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Quaternion rThighs = Quaternion.Lerp(Quaternion.identity, rBody, thighWeight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3 headToLeftThighSolved = rThighs * headToLeftThigh;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3 headToRightThighSolved = rThighs * headToRightThigh;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											LerpSolverPosition(ik.solver.leftThighEffector, transform.position + headToLeftThighSolved, positionWeight * ik.solver.IKPositionWeight, (ik.solver.bodyEffector.positionOffset - ik.solver.pullBodyOffset) + ik.solver.leftThighEffector.positionOffset);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											LerpSolverPosition(ik.solver.rightThighEffector, transform.position + headToRightThighSolved, positionWeight * ik.solver.IKPositionWeight, (ik.solver.bodyEffector.positionOffset - ik.solver.pullBodyOffset) + ik.solver.rightThighEffector.positionOffset);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Called by the FBBIK each time it is finished updating
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void OnPostUpdate() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (!enabled) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (!gameObject.activeInHierarchy) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Stretching the spine and neck
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											PostStretching ();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Rotate the head bone
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Quaternion headRotation = QuaTools.FromToRotation(ik.references.head.rotation, transform.rotation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											headRotation = QuaTools.ClampRotation(headRotation, headClampWeight, 2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											ik.references.head.rotation = Quaternion.Lerp(Quaternion.identity, headRotation, rotationWeight * ik.solver.IKPositionWeight) * ik.references.head.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void ChestDirection() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float w = chestDirectionWeight * ik.solver.IKPositionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (w <= 0f) return;
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											bool changed = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											chestDirection = RootMotion.V3Tools.ClampDirection(chestDirection, ik.references.root.forward, 0.45f, 2, out changed);
							 | 
						
					
						
							| 
								
							 | 
							
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (chestDirection == Vector3.zero) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Quaternion q = Quaternion.FromToRotation (ik.references.root.forward, chestDirection);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											q = Quaternion.Lerp (Quaternion.identity, q, w * (1f / chestBones.Length));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											foreach (Transform bone in chestBones) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												bone.rotation = q * bone.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Stretching the spine/neck to help reach the target. This is most useful for making sure the head stays locked relative to the VR controller
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void PostStretching() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float w = postStretchWeight * ik.solver.IKPositionWeight;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (w > 0f) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Vector3 stretch = Vector3.ClampMagnitude(transform.position - ik.references.head.position, maxStretch);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												stretch *= w;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												stretchDamper = Mathf.Max (stretchDamper, 0f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (stretchDamper > 0f) stretch /= (1f + stretch.magnitude) * (1f + stretchDamper);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												for (int i = 0; i < stretchBones.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (stretchBones[i] != null) stretchBones[i].position += stretch / stretchBones.Length;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (fixHead && ik.solver.IKPositionWeight > 0f) ik.references.head.position = transform.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Interpolate the solver position of the effector
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void LerpSolverPosition(IKEffector effector, Vector3 position, float weight, Vector3 offset) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											effector.GetNode(ik.solver).solverPosition = Vector3.Lerp(effector.GetNode(ik.solver).solverPosition, position + offset, weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Solve a simple linear constraint
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private void Solve(ref Vector3 pos1, ref Vector3 pos2, float nominalDistance) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3 direction = pos2 - pos1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float distance = direction.magnitude;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (distance == nominalDistance) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (distance == 0f) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											float force = 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											force *= 1f - nominalDistance / distance;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Vector3 offset = direction * force * 0.5f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											pos1 += offset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											pos2 -= offset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Clean up the delegates
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										void OnDestroy() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (ik != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												ik.solver.OnPreRead -= OnPreRead;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												ik.solver.OnPreIteration -= Iterate;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												ik.solver.OnPostUpdate -= OnPostUpdate;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												ik.solver.OnStoreDefaultLocalState -= OnStoreDefaultLocalState;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												ik.solver.OnFixTransforms -= OnFixTransforms;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |