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			364 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			364 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
using UnityEngine;
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using System.Collections;
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using System;
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namespace RootMotion.FinalIK {
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	/// <summary>
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	/// Analytic %IK solver based on the Law of Cosines.
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	/// </summary>
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	[System.Serializable]
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	public class IKSolverTrigonometric: IKSolver {
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		#region Main Interface
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		/// <summary>
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		/// The target Transform.
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		/// </summary>
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		public Transform target;
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		/// <summary>
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		/// The %IK rotation weight (rotation of the last bone).
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		/// </summary>
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		[Range(0f, 1f)]
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		public float IKRotationWeight = 1f;
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		/// <summary>
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		/// The %IK rotation target.
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		/// </summary>
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		public Quaternion IKRotation = Quaternion.identity;
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		/// <summary>
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		/// The bend plane normal.
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		/// </summary>
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		public Vector3 bendNormal = Vector3.right;
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		/// <summary>
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		/// The first bone (upper arm or thigh).
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		/// </summary>
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		public TrigonometricBone bone1 = new TrigonometricBone();
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		/// <summary>
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		/// The second bone (forearm or calf).
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		/// </summary>
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		public TrigonometricBone bone2 = new TrigonometricBone();
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		/// <summary>
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		/// The third bone (hand or foot).
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		/// </summary>
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		public TrigonometricBone bone3 = new TrigonometricBone();	
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		/// <summary>
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		/// Sets the bend goal position.
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		/// </summary>
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		/// <param name='goalPosition'>
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		/// Goal position.
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		/// </param>
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		public void SetBendGoalPosition(Vector3 goalPosition, float weight) {
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			if (!initiated) return;
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			if (weight <= 0f) return;
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			Vector3 normal = Vector3.Cross(goalPosition - bone1.transform.position, IKPosition - bone1.transform.position);
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			if (normal != Vector3.zero) {
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				if (weight >= 1f) {
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					bendNormal = normal;
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					return;
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				}
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				bendNormal = Vector3.Lerp(bendNormal, normal, weight);
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			}
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		}
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		/// <summary>
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		/// Sets the bend plane to match current bone rotations.
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		/// </summary>
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		public void SetBendPlaneToCurrent() {
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			if (!initiated) return;
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			Vector3 normal = Vector3.Cross(bone2.transform.position - bone1.transform.position, bone3.transform.position - bone2.transform.position);
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			if (normal != Vector3.zero) bendNormal = normal;
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		}
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		/// <summary>
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		/// Sets the %IK rotation.
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		/// </summary>
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		public void SetIKRotation(Quaternion rotation) {
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			IKRotation = rotation;
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		}
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		/// <summary>
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		/// Sets the %IK rotation weight.
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		/// </summary>
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		public void SetIKRotationWeight(float weight) {
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			IKRotationWeight = Mathf.Clamp(weight, 0f, 1f);
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		}
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		/// <summary>
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		/// Gets the %IK rotation.
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		/// </summary>
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		public Quaternion GetIKRotation() {
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			return IKRotation;
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		}
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		/// <summary>
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		/// Gets the %IK rotation weight.
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		/// </summary>
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		public float GetIKRotationWeight() {
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			return IKRotationWeight;
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		}
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		public override IKSolver.Point[] GetPoints() {
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			return new IKSolver.Point[3] { (IKSolver.Point)bone1, (IKSolver.Point)bone2, (IKSolver.Point)bone3 };
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		}
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		public override IKSolver.Point GetPoint(Transform transform) {
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			if (bone1.transform == transform) return (IKSolver.Point)bone1;
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			if (bone2.transform == transform) return (IKSolver.Point)bone2;
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			if (bone3.transform == transform) return (IKSolver.Point)bone3;
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			return null;
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		}
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		public override void StoreDefaultLocalState() {
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			bone1.StoreDefaultLocalState();
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			bone2.StoreDefaultLocalState();
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			bone3.StoreDefaultLocalState();
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		}
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		public override void FixTransforms() {
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			if (!initiated) return;
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			bone1.FixTransform();
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			bone2.FixTransform();
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			bone3.FixTransform();
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		}
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		public override bool IsValid(ref string message) {
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			if (bone1.transform == null || bone2.transform == null || bone3.transform == null) {
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				message = "Please assign all Bones to the IK solver.";
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				return false;
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			}
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			Transform duplicate = (Transform)Hierarchy.ContainsDuplicate(new Transform[3] { bone1.transform, bone2.transform, bone3.transform });
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			if (duplicate != null) {
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				message = duplicate.name + " is represented multiple times in the Bones.";
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				return false;
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			}
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			if (bone1.transform.position == bone2.transform.position) {
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				message = "first bone position is the same as second bone position.";
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				return false;
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			}
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			if (bone2.transform.position == bone3.transform.position) {
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				message = "second bone position is the same as third bone position.";
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				return false;
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			}
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			return true;
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		}
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		/// <summary>
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		/// Bone type used by IKSolverTrigonometric.
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		/// </summary>
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		[System.Serializable]
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		public class TrigonometricBone: IKSolver.Bone {
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			private Quaternion targetToLocalSpace;
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			private Vector3 defaultLocalBendNormal;
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			#region Public methods
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			/*
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			 * Initiates the bone, precalculates values.
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			 * */
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			public void Initiate(Vector3 childPosition, Vector3 bendNormal) {
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				// Get default target rotation that looks at child position with bendNormal as up
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				Quaternion defaultTargetRotation = Quaternion.LookRotation(childPosition - transform.position, bendNormal);
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				// Covert default target rotation to local space
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				targetToLocalSpace = QuaTools.RotationToLocalSpace(transform.rotation, defaultTargetRotation);
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				defaultLocalBendNormal = Quaternion.Inverse(transform.rotation) * bendNormal;
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			}
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			/*
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			 * Calculates the rotation of this bone to targetPosition.
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			 * */
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			public Quaternion GetRotation(Vector3 direction, Vector3 bendNormal) {
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				return Quaternion.LookRotation(direction, bendNormal) * targetToLocalSpace;
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			}
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			/*
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			 * Gets the bend normal from current bone rotation.
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			 * */
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			public Vector3 GetBendNormalFromCurrentRotation() {
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				return transform.rotation * defaultLocalBendNormal;
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			}
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			#endregion Public methods
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		}
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		/// <summary>
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		/// Reinitiate the solver with new bone Transforms.
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		/// </summary>
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		/// <returns>
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		/// Returns true if the new chain is valid.
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		/// </returns>
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		public bool SetChain(Transform bone1, Transform bone2, Transform bone3, Transform root) {
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			this.bone1.transform = bone1;
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			this.bone2.transform = bone2;
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			this.bone3.transform = bone3;
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			Initiate(root);
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			return initiated;
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		}
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		#endregion Main Interface
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		#region Class Methods
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		/// <summary>
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		/// Solve the bone chain.
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		/// </summary>
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		public static void Solve(Transform bone1, Transform bone2, Transform bone3, Vector3 targetPosition, Vector3 bendNormal, float weight) {
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			if (weight <= 0f) return;
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			// Direction of the limb in solver
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			targetPosition = Vector3.Lerp(bone3.position, targetPosition, weight);
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			Vector3 dir = targetPosition - bone1.position;
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			// Distance between the first and the last node solver positions
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			float length = dir.magnitude;
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			if (length == 0f) return;
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			float sqrMag1 = (bone2.position - bone1.position).sqrMagnitude;
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			float sqrMag2 = (bone3.position - bone2.position).sqrMagnitude;
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			// Get the general world space bending direction
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			Vector3 bendDir = Vector3.Cross(dir, bendNormal);
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			// Get the direction to the trigonometrically solved position of the second node
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			Vector3 toBendPoint = GetDirectionToBendPoint(dir, length, bendDir, sqrMag1, sqrMag2);
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			// Position the second node
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			Quaternion q1 = Quaternion.FromToRotation(bone2.position - bone1.position, toBendPoint);
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			if (weight < 1f) q1 = Quaternion.Lerp(Quaternion.identity, q1, weight);
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			bone1.rotation = q1 * bone1.rotation;
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			Quaternion q2 = Quaternion.FromToRotation(bone3.position - bone2.position, targetPosition - bone2.position);
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			if (weight < 1f) q2 = Quaternion.Lerp(Quaternion.identity, q2, weight);
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			bone2.rotation = q2 * bone2.rotation;
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		}
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		//Calculates the bend direction based on the law of cosines. NB! Magnitude of the returned vector does not equal to the length of the first bone!
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		private static Vector3 GetDirectionToBendPoint(Vector3 direction, float directionMag, Vector3 bendDirection, float sqrMag1, float sqrMag2) {
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			float x = ((directionMag * directionMag) + (sqrMag1 - sqrMag2)) / 2f / directionMag;
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			float y = (float)Math.Sqrt(Mathf.Clamp(sqrMag1 - x * x, 0, Mathf.Infinity));
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			if (direction == Vector3.zero) return Vector3.zero;
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			return Quaternion.LookRotation(direction, bendDirection) * new Vector3(0f, y, x);
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		}
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		#endregion Class Methods
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		protected override void OnInitiate() {
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			if (bendNormal == Vector3.zero) bendNormal = Vector3.right;
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			OnInitiateVirtual();
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			IKPosition = bone3.transform.position;
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			IKRotation = bone3.transform.rotation;
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			// Initiating bones
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			InitiateBones();
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			directHierarchy = IsDirectHierarchy();
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		}
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		// Are the bones parented directly to each other?
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		private bool IsDirectHierarchy() {
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			if (bone3.transform.parent != bone2.transform) return false;
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			if (bone2.transform.parent != bone1.transform) return false;
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			return true;
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		}
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		// Set the defaults for the bones
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		public void InitiateBones() {
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			bone1.Initiate(bone2.transform.position, bendNormal);
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			bone2.Initiate(bone3.transform.position, bendNormal);
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			SetBendPlaneToCurrent();
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		}
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		protected override void OnUpdate() {
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			IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
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			IKRotationWeight = Mathf.Clamp(IKRotationWeight, 0f, 1f);
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			if (target != null) {
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				IKPosition = target.position;
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				IKRotation = target.rotation;
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			}
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			OnUpdateVirtual();
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			if (IKPositionWeight > 0) {
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				// Reinitiating the bones when the hierarchy is not direct. This allows for skipping animated bones in the hierarchy.
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				if (!directHierarchy) {
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					bone1.Initiate(bone2.transform.position, bendNormal);
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					bone2.Initiate(bone3.transform.position, bendNormal);
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				}
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				// Find out if bone lengths should be updated
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				bone1.sqrMag = (bone2.transform.position - bone1.transform.position).sqrMagnitude;
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				bone2.sqrMag = (bone3.transform.position - bone2.transform.position).sqrMagnitude;
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				if (bendNormal == Vector3.zero && !Warning.logged) LogWarning("IKSolverTrigonometric Bend Normal is Vector3.zero.");
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				weightIKPosition = Vector3.Lerp(bone3.transform.position, IKPosition, IKPositionWeight);
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				// Interpolating bend normal
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				Vector3 currentBendNormal = Vector3.Lerp(bone1.GetBendNormalFromCurrentRotation(), bendNormal, IKPositionWeight);
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				// Calculating and interpolating bend direction
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				Vector3 bendDirection = Vector3.Lerp(bone2.transform.position - bone1.transform.position, GetBendDirection(weightIKPosition, currentBendNormal), IKPositionWeight);
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				if (bendDirection == Vector3.zero) bendDirection = bone2.transform.position - bone1.transform.position;
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				// Rotating bone1
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				bone1.transform.rotation = bone1.GetRotation(bendDirection, currentBendNormal);
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				// Rotating bone 2
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				bone2.transform.rotation = bone2.GetRotation(weightIKPosition - bone2.transform.position, bone2.GetBendNormalFromCurrentRotation());
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			}
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			// Rotating bone3
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			if (IKRotationWeight > 0) {
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				bone3.transform.rotation = Quaternion.Slerp(bone3.transform.rotation, IKRotation, IKRotationWeight);
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			}
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			OnPostSolveVirtual();
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		}
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		protected Vector3 weightIKPosition;
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		protected virtual void OnInitiateVirtual() {}
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		protected virtual void OnUpdateVirtual() {}
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		protected virtual void OnPostSolveVirtual() {}
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		protected bool directHierarchy = true;
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		/*
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		 * Calculates the bend direction based on the Law of Cosines.
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		 * */
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		protected Vector3 GetBendDirection(Vector3 IKPosition, Vector3 bendNormal) {
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			Vector3 direction = IKPosition - bone1.transform.position;
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			if (direction == Vector3.zero) return Vector3.zero;
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			float directionSqrMag = direction.sqrMagnitude;
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			float directionMagnitude = (float)Math.Sqrt(directionSqrMag);
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			float x = (directionSqrMag + bone1.sqrMag - bone2.sqrMag) / 2f / directionMagnitude;
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			float y = (float)Math.Sqrt(Mathf.Clamp(bone1.sqrMag - x * x, 0, Mathf.Infinity));
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			Vector3 yDirection = Vector3.Cross(direction / directionMagnitude, bendNormal);
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			return Quaternion.LookRotation(direction, yDirection) * new Vector3(0f, y, x);
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		}
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	}
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}
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