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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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									///  Effector for manipulating node based %IK solvers.
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									/// </summary>
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									[System.Serializable]
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									public class IKEffector {
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										#region Main Interface
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										/// <summary>
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										/// Gets the main node.
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										/// </summary>
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										public IKSolver.Node GetNode(IKSolverFullBody solver) {
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											return solver.chain[chainIndex].nodes[nodeIndex];
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										}
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										/// <summary>
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										/// The node transform used by this effector.
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										/// </summary>
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										public Transform bone;
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										/// <summary>
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										/// The target Transform (optional, you can use just the position and rotation instead).
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										/// </summary>
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										public Transform target;
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										/// <summary>
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										/// The position weight.
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										/// </summary>
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										[Range(0f, 1f)]
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										public float positionWeight;
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										/// <summary>
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										/// The rotation weight.
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										/// </summary>
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										[Range(0f, 1f)]
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										public float rotationWeight;
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										/// <summary>
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										/// The effector position in world space.
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										/// </summary>
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										public Vector3 position = Vector3.zero;
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										/// <summary>
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										/// The effector rotation relative to default rotation in world space.
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										/// </summary>
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										public Quaternion rotation = Quaternion.identity;
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										/// <summary>
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										/// The position offset in world space. positionOffset will be reset to Vector3.zero each frame after the solver is complete.
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										/// </summary>
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										public Vector3 positionOffset;
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										/// <summary>
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										/// Is this the last effector of a node chain?
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										/// </summary>
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										public bool isEndEffector { get; private set; }
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										/// <summary>
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										/// If false, child nodes will be ignored by this effector (if it has any).
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										/// </summary>
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										public bool effectChildNodes = true;
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										/// <summary>
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										/// Keeps the node position relative to the triangle defined by the plane bones (applies only to end-effectors).
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										/// </summary>
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										[Range(0f, 1f)]
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										public float maintainRelativePositionWeight;
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										/// <summary>
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										/// Pins the effector to the animated position of its bone.
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										/// </summary>
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										public void PinToBone(float positionWeight, float rotationWeight) {
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											position = bone.position;
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											this.positionWeight = Mathf.Clamp(positionWeight, 0f, 1f);
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											rotation = bone.rotation;
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											this.rotationWeight = Mathf.Clamp(rotationWeight, 0f, 1f);
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										}
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										#endregion Main Interface
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										public Transform[] childBones = new Transform[0]; // The optional list of other bones that positionOffset and position of this effector will be applied to.
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										public Transform planeBone1; // The first bone defining the parent plane.
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										public Transform planeBone2; // The second bone defining the parent plane.
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										public Transform planeBone3; // The third bone defining the parent plane.
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										public Quaternion planeRotationOffset = Quaternion.identity; // Used by Bend Constraints
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										private float posW, rotW;
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										private Vector3[] localPositions = new Vector3[0];
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										private bool usePlaneNodes;
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										private Quaternion animatedPlaneRotation = Quaternion.identity;
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										private Vector3 animatedPosition;
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										private bool firstUpdate;
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										private int chainIndex = -1;
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										private int nodeIndex = -1;
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										private int plane1ChainIndex;
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										private int plane1NodeIndex = -1;
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										private int plane2ChainIndex = -1;
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										private int plane2NodeIndex = -1;
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										private int plane3ChainIndex = -1;
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										private int plane3NodeIndex = -1;
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										private int[] childChainIndexes = new int[0];
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										private int[] childNodeIndexes = new int[0];
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										public IKEffector() {}
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										public IKEffector (Transform bone, Transform[] childBones) {
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											this.bone = bone;
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											this.childBones = childBones;
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										}
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										/*
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										 * Determines whether this IKEffector is valid or not.
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										 * */
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										public bool IsValid(IKSolver solver, ref string message) {
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											if (bone == null) {
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												message = "IK Effector bone is null.";
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												return false;
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											}
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											if (solver.GetPoint(bone) == null) {
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												message = "IK Effector is referencing to a bone '" + bone.name + "' that does not excist in the Node Chain.";
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												return false;
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											}
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											foreach (Transform b in childBones) {
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												if (b == null) {
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													message = "IK Effector contains a null reference.";
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													return false;
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												}
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											}
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											foreach (Transform b in childBones) {
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												if (solver.GetPoint(b) == null) {
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													message = "IK Effector is referencing to a bone '" + b.name + "' that does not excist in the Node Chain.";
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													return false;
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												}
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											}
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											if (planeBone1 != null && solver.GetPoint(planeBone1) == null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												message = "IK Effector is referencing to a bone '" + planeBone1.name + "' that does not excist in the Node Chain.";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (planeBone2 != null && solver.GetPoint(planeBone2) == null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												message = "IK Effector is referencing to a bone '" + planeBone2.name + "' that does not excist in the Node Chain.";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (planeBone3 != null && solver.GetPoint(planeBone3) == null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												message = "IK Effector is referencing to a bone '" + planeBone3.name + "' that does not excist in the Node Chain.";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/*
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * Initiate the effector, set default values
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * */
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public void Initiate(IKSolverFullBody solver) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											position = bone.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											rotation = bone.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											animatedPlaneRotation = Quaternion.identity;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Getting the node
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											solver.GetChainAndNodeIndexes(bone, out chainIndex, out nodeIndex);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Child nodes
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											childChainIndexes = new int[childBones.Length];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											childNodeIndexes = new int[childBones.Length];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < childBones.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												solver.GetChainAndNodeIndexes(childBones[i], out childChainIndexes[i], out childNodeIndexes[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											localPositions = new Vector3[childBones.Length];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Plane nodes
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											usePlaneNodes = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (planeBone1 != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												solver.GetChainAndNodeIndexes(planeBone1, out plane1ChainIndex, out plane1NodeIndex);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (planeBone2 != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													solver.GetChainAndNodeIndexes(planeBone2, out plane2ChainIndex, out plane2NodeIndex);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (planeBone3 != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
														solver.GetChainAndNodeIndexes(planeBone3, out plane3ChainIndex, out plane3NodeIndex);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
														usePlaneNodes = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												isEndEffector = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											} else isEndEffector = false; 
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/*
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * Clear node offset
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * */
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public void ResetOffset(IKSolverFullBody solver) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											solver.GetNode(chainIndex, nodeIndex).offset = Vector3.zero;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < childChainIndexes.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).offset = Vector3.zero;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/*
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * Set the position and rotation to match the target
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * */
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public void SetToTarget() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (target == null) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											position = target.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											rotation = target.rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/*
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * Presolving, applying offset
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * */
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public void OnPreSolve(IKSolverFullBody solver) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											positionWeight = Mathf.Clamp(positionWeight, 0f, 1f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											rotationWeight = Mathf.Clamp(rotationWeight, 0f, 1f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											maintainRelativePositionWeight = Mathf.Clamp(maintainRelativePositionWeight, 0f, 1f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Calculating weights
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											posW = positionWeight * solver.IKPositionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											rotW = rotationWeight * solver.IKPositionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											solver.GetNode(chainIndex, nodeIndex).effectorPositionWeight = posW;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											solver.GetNode(chainIndex, nodeIndex).effectorRotationWeight = rotW;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											solver.GetNode(chainIndex, nodeIndex).solverRotation = rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (float.IsInfinity(positionOffset.x) ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												float.IsInfinity(positionOffset.y) ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												float.IsInfinity(positionOffset.z)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											    ) Debug.LogError("Invalid IKEffector.positionOffset (contains Infinity)! Please make sure not to set IKEffector.positionOffset to infinite values.", bone);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (float.IsNaN(positionOffset.x) ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											    float.IsNaN(positionOffset.y) ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											    float.IsNaN(positionOffset.z)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											    ) Debug.LogError("Invalid IKEffector.positionOffset (contains NaN)! Please make sure not to set IKEffector.positionOffset to NaN values.", bone);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (positionOffset.sqrMagnitude > 10000000000f) Debug.LogError("Additive effector positionOffset detected in Full Body IK (extremely large value). Make sure you are not circularily adding to effector positionOffset each frame.", bone);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (float.IsInfinity(position.x) ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											    float.IsInfinity(position.y) ||
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											    float.IsInfinity(position.z)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											    ) Debug.LogError("Invalid IKEffector.position (contains Infinity)!");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											solver.GetNode(chainIndex, nodeIndex).offset += positionOffset * solver.IKPositionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (effectChildNodes && solver.iterations > 0) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												for (int i = 0; i < childBones.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													localPositions[i] = childBones[i].transform.position - bone.transform.position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).offset += positionOffset * solver.IKPositionWeight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Relative to Plane
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (usePlaneNodes && maintainRelativePositionWeight > 0f) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												animatedPlaneRotation = Quaternion.LookRotation(planeBone2.position - planeBone1.position, planeBone3.position - planeBone1.position);;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											firstUpdate = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/*
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * Called after writing the pose
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										 * */
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										public void OnPostWrite() {
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											positionOffset = Vector3.zero;
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										}
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										/*
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										* Rotation of plane nodes in the solver
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										* */
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										private Quaternion GetPlaneRotation(IKSolverFullBody solver) {
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											Vector3 p1 = solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition;
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											Vector3 p2 = solver.GetNode(plane2ChainIndex, plane2NodeIndex).solverPosition;
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											Vector3 p3 = solver.GetNode(plane3ChainIndex, plane3NodeIndex).solverPosition;
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											Vector3 viewingVector = p2 - p1;
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											Vector3 upVector = p3 - p1;
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											if (viewingVector == Vector3.zero) {
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												Warning.Log("Make sure you are not placing 2 or more FBBIK effectors of the same chain to exactly the same position.", bone);
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												return Quaternion.identity;
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											}
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											return Quaternion.LookRotation(viewingVector, upVector);
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										}
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										/*
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										 * Manipulating node solverPosition
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										 * */
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										public void Update(IKSolverFullBody solver) {
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											if (firstUpdate) {
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												animatedPosition = bone.position + solver.GetNode(chainIndex, nodeIndex).offset;
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												firstUpdate = false;
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											}
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											solver.GetNode(chainIndex, nodeIndex).solverPosition = Vector3.Lerp(GetPosition(solver, out planeRotationOffset), position, posW);
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											// Child nodes
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											if (!effectChildNodes) return;
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											for (int i = 0; i < childBones.Length; i++) {
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												solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).solverPosition = Vector3.Lerp(solver.GetNode(childChainIndexes[i], childNodeIndexes[i]).solverPosition, solver.GetNode(chainIndex, nodeIndex).solverPosition + localPositions[i], posW);
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											}
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										}
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										/*
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										 * Gets the starting position of the iteration
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										 * */
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										private Vector3 GetPosition(IKSolverFullBody solver, out Quaternion planeRotationOffset) {
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											planeRotationOffset = Quaternion.identity;
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											if (!isEndEffector) return solver.GetNode(chainIndex, nodeIndex).solverPosition; // non end-effectors are always free
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											if (maintainRelativePositionWeight <= 0f) return animatedPosition;
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											// Maintain relative position
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											Vector3 p = bone.position;
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											Vector3 dir = p - planeBone1.position;
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											planeRotationOffset = GetPlaneRotation(solver) * Quaternion.Inverse(animatedPlaneRotation);
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											p = solver.GetNode(plane1ChainIndex, plane1NodeIndex).solverPosition + planeRotationOffset * dir;
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											// Interpolate the rotation offset
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											planeRotationOffset = Quaternion.Lerp(Quaternion.identity, planeRotationOffset, maintainRelativePositionWeight);
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											return Vector3.Lerp(animatedPosition, p + solver.GetNode(chainIndex, nodeIndex).offset, maintainRelativePositionWeight);
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										}
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									}
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								}
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