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			365 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			365 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
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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	/// Foot placement system.
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	/// </summary>
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	[System.Serializable]
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	public partial class Grounding {
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        #region Main Interface
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        /// <summary>
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        /// The raycasting quality. Fastest is a single raycast per foot, Simple is three raycasts, Best is one raycast and a capsule cast per foot.
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        /// </summary>
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        [System.Serializable]
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		public enum Quality {
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			Fastest,
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			Simple,
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			Best
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		}
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		/// <summary>
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		/// Layers to ground the character to. Make sure to exclude the layer of the character controller.
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		/// </summary>
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		[Tooltip("Layers to ground the character to. Make sure to exclude the layer of the character controller.")]
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		public LayerMask layers;
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		/// <summary>
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		/// Max step height. Maximum vertical distance of Grounding from the root of the character.
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		/// </summary>
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		[Tooltip("Max step height. Maximum vertical distance of Grounding from the root of the character.")]
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		public float maxStep = 0.5f;
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		/// <summary>
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		/// The height offset of the root.
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		/// </summary>
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		[Tooltip("The height offset of the root.")]
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		public float heightOffset;
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		/// <summary>
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		/// The speed of moving the feet up/down.
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		/// </summary>
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		[Tooltip("The speed of moving the feet up/down.")]
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		public float footSpeed = 2.5f;
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		/// <summary>
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		/// CapsuleCast radius. Should match approximately with the size of the feet.
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		/// </summary>
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		[Tooltip("CapsuleCast radius. Should match approximately with the size of the feet.")]
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		public float footRadius = 0.15f;
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		/// <summary>
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		/// Offset of the foot center along character forward axis.
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		/// </summary>
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		[Tooltip("Offset of the foot center along character forward axis.")]
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		[HideInInspector] public float footCenterOffset; // TODO make visible in inspector if Grounder Visualization is finished.
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		/// <summary>
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		/// Amount of velocity based prediction of the foot positions.
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		/// </summary>
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		[Tooltip("Amount of velocity based prediction of the foot positions.")]
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		public float prediction = 0.05f;
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		/// <summary>
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		/// Weight of rotating the feet to the ground normal offset.
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		/// </summary>
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		[Tooltip("Weight of rotating the feet to the ground normal offset.")]
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		[Range(0f, 1f)]
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		public float footRotationWeight = 1f;
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		/// <summary>
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		/// Speed of slerping the feet to their grounded rotations.
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		/// </summary>
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		[Tooltip("Speed of slerping the feet to their grounded rotations.")]
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		public float footRotationSpeed = 7f;
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		/// <summary>
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		/// Max Foot Rotation Angle, Max angular offset from the foot's rotation (Reasonable range: 0-90 degrees).
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		/// </summary>
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		[Tooltip("Max Foot Rotation Angle. Max angular offset from the foot's rotation.")]
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		[Range(0f, 90f)]
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		public float maxFootRotationAngle = 45f;
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		/// <summary>
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		/// If true, solver will rotate with the character root so the character can be grounded for example to spherical planets. 
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		/// For performance reasons leave this off unless needed.
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		/// </summary>
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		[Tooltip("If true, solver will rotate with the character root so the character can be grounded for example to spherical planets. For performance reasons leave this off unless needed.")]
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		public bool rotateSolver;
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		/// <summary>
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		/// The speed of moving the character up/down.
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		/// </summary>
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		[Tooltip("The speed of moving the character up/down.")]
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		public float pelvisSpeed = 5f;
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		/// <summary>
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		/// Used for smoothing out vertical pelvis movement (range 0 - 1).
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		/// </summary>
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		[Tooltip("Used for smoothing out vertical pelvis movement (range 0 - 1).")]
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		[Range(0f, 1f)]
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		public float pelvisDamper;
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		/// <summary>
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		/// The weight of lowering the pelvis to the lowest foot.
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		/// </summary>
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		[Tooltip("The weight of lowering the pelvis to the lowest foot.")]
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		public float lowerPelvisWeight = 1f;
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		/// <summary>
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		/// The weight of lifting the pelvis to the highest foot. This is useful when you don't want the feet to go too high relative to the body when crouching.
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		/// </summary>
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		[Tooltip("The weight of lifting the pelvis to the highest foot. This is useful when you don't want the feet to go too high relative to the body when crouching.")]
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		public float liftPelvisWeight;
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		/// <summary>
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		/// The radius of the spherecast from the root that determines whether the character root is grounded.
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		/// </summary>
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		[Tooltip("The radius of the spherecast from the root that determines whether the character root is grounded.")]
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		public float rootSphereCastRadius = 0.1f;
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        /// <summary>
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        /// If false, keeps the foot that is over a ledge at the root level. If true, lowers the overstepping foot and body by the 'Max Step' value.
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        /// </summary>
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        [Tooltip("If false, keeps the foot that is over a ledge at the root level. If true, lowers the overstepping foot and body by the 'Max Step' value.")]
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        public bool overstepFallsDown = true;
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		/// <summary>
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		/// The raycasting quality. Fastest is a single raycast per foot, Simple is three raycasts, Best is one raycast and a capsule cast per foot.
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		/// </summary>
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		[Tooltip("The raycasting quality. Fastest is a single raycast per foot, Simple is three raycasts, Best is one raycast and a capsule cast per foot.")]
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		public Quality quality = Quality.Best;
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		/// <summary>
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		/// The %Grounding legs.
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		/// </summary>
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		public Leg[] legs { get; private set; }
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		/// <summary>
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		/// The %Grounding pelvis.
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		/// </summary>
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		public Pelvis pelvis { get; private set; }
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		/// <summary>
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		/// Gets a value indicating whether any of the legs are grounded
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		/// </summary>
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		public bool isGrounded { get; private set; }
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		/// <summary>
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		/// The root Transform
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		/// </summary>
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		public Transform root { get; private set; }
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		/// <summary>
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		/// Ground height at the root position.
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		/// </summary>
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		public RaycastHit rootHit { get; private set; }
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		/// <summary>
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		/// Is the RaycastHit from the root grounded?
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		/// </summary>
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		public bool rootGrounded {
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			get {
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				return rootHit.distance < maxStep * 2f;
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			}
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		}
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        // For overriding ray/capsule/sphere casting functions
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        public delegate bool OnRaycastDelegate(Vector3 origin, Vector3 direction, out RaycastHit hitInfo, float maxDistance, int layerMask, QueryTriggerInteraction queryTriggerInteraction);
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        public OnRaycastDelegate Raycast = Physics.Raycast;
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        public delegate bool OnCapsuleCastDelegate(Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance, int layerMask, QueryTriggerInteraction queryTriggerInteraction);
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        public OnCapsuleCastDelegate CapsuleCast = Physics.CapsuleCast;
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        public delegate bool OnSphereCastDelegate(Vector3 origin, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance, int layerMask, QueryTriggerInteraction queryTriggerInteraction);
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        public OnSphereCastDelegate SphereCast = Physics.SphereCast;
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        /// <summary>
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        /// Raycasts or sphereCasts to find the root ground point. Distance of the Ray/Sphere cast is maxDistanceMlp x maxStep. Use this instead of rootHit if the Grounder is weighed out/disabled and not updated.
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        /// </summary>
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        public RaycastHit GetRootHit(float maxDistanceMlp = 10f) {
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			RaycastHit h = new RaycastHit();
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			Vector3 _up = up;
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			Vector3 legsCenter = Vector3.zero;
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			foreach (Leg leg in legs) legsCenter += leg.transform.position;
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			legsCenter /= (float)legs.Length;
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			h.point = legsCenter - _up * maxStep * 10f;
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			float distMlp = maxDistanceMlp + 1;
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			h.distance = maxStep * distMlp;
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			if (maxStep <= 0f) return h;
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			if (quality != Quality.Best) Raycast(legsCenter + _up * maxStep, -_up, out h, maxStep * distMlp, layers, QueryTriggerInteraction.Ignore);
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			else SphereCast(legsCenter + _up * maxStep, rootSphereCastRadius, -up, out h, maxStep * distMlp, layers, QueryTriggerInteraction.Ignore);
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			return h;
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		}
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		/// <summary>
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		/// Gets a value indicating whether this <see cref="Grounding"/> is valid.
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		/// </summary>
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		public bool IsValid(ref string errorMessage) {
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			if (root == null) {
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				errorMessage = "Root transform is null. Can't initiate Grounding.";
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				return false;
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			}
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			if (legs == null) {
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				errorMessage = "Grounding legs is null. Can't initiate Grounding.";
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				return false;
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			}
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			if (pelvis == null) {
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				errorMessage = "Grounding pelvis is null. Can't initiate Grounding.";
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				return false;
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			}
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			if (legs.Length == 0) {
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				errorMessage = "Grounding has 0 legs. Can't initiate Grounding.";
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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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		/// Initiate the %Grounding as an integrated solver by providing the root Transform, leg solvers, pelvis Transform and spine solver.
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		/// </summary>
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		public void Initiate(Transform root, Transform[] feet) {
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			this.root = root;
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			initiated = false;
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			rootHit = new RaycastHit();
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			// Constructing Legs
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			if (legs == null) legs = new Leg[feet.Length];
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			if (legs.Length != feet.Length) legs = new Leg[feet.Length];
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			for (int i = 0; i < feet.Length; i++) if (legs[i] == null) legs[i] = new Leg();
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			// Constructing pelvis
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			if (pelvis == null) pelvis = new Pelvis();
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			string errorMessage = string.Empty;
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			if (!IsValid(ref errorMessage)) {
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				Warning.Log(errorMessage, root, false);
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				return;
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			}
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			// Initiate solvers only if application is playing
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			if (Application.isPlaying) {
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				for (int i = 0; i < feet.Length; i++) legs[i].Initiate(this, feet[i]);
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				pelvis.Initiate(this);
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				initiated = true;
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			}
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		}
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		/// <summary>
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		/// Updates the Grounding.
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		/// </summary>
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		public void Update() {
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			if (!initiated) return;
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			if (layers == 0) LogWarning("Grounding layers are set to nothing. Please add a ground layer.");
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			maxStep = Mathf.Clamp(maxStep, 0f, maxStep);
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			footRadius = Mathf.Clamp(footRadius, 0.0001f, maxStep);
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			pelvisDamper = Mathf.Clamp(pelvisDamper, 0f, 1f);
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			rootSphereCastRadius = Mathf.Clamp(rootSphereCastRadius, 0.0001f, rootSphereCastRadius);
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			maxFootRotationAngle = Mathf.Clamp(maxFootRotationAngle, 0f, 90f);
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			prediction = Mathf.Clamp(prediction, 0f, prediction);
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			footSpeed = Mathf.Clamp(footSpeed, 0f, footSpeed);
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			// Root hit
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			rootHit = GetRootHit();
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			float lowestOffset = Mathf.NegativeInfinity;
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			float highestOffset = Mathf.Infinity;
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			isGrounded = false;
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			// Process legs
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			foreach (Leg leg in legs) {
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				leg.Process();
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				if (leg.IKOffset > lowestOffset) lowestOffset = leg.IKOffset;
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				if (leg.IKOffset < highestOffset) highestOffset = leg.IKOffset;
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				if (leg.isGrounded) isGrounded = true;
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			}
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            // Precess pelvis
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            lowestOffset = Mathf.Max(lowestOffset, 0f);
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            highestOffset = Mathf.Min(highestOffset, 0f);
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            pelvis.Process(-lowestOffset * lowerPelvisWeight, -highestOffset * liftPelvisWeight, isGrounded);
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		}
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		// Calculate the normal of the plane defined by leg positions, so we know how to rotate the body
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		public Vector3 GetLegsPlaneNormal() {
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			if (!initiated) return Vector3.up;
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            Vector3 _up = up;
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            Vector3 normal = _up;
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			// Go through all the legs, rotate the normal by its offset
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			for (int i = 0; i < legs.Length; i++) {
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				// Direction from the root to the leg
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				Vector3 legDirection = legs[i].IKPosition - root.position;
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                // Find the tangent
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				Vector3 legNormal = _up;
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				Vector3 legTangent = legDirection;
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				Vector3.OrthoNormalize(ref legNormal, ref legTangent);
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                // Find the rotation offset from the tangent to the direction
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                Quaternion fromTo = Quaternion.FromToRotation(legTangent, legDirection);
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                // Rotate the normal
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                normal = fromTo * normal;
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			}
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			return normal;
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		}
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		// Set everything to 0
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		public void Reset() {
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			if (!Application.isPlaying) return;
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			pelvis.Reset();
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			foreach (Leg leg in legs) leg.Reset();
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		}
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		#endregion Main Interface
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		private bool initiated;
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		// Logs the warning if no other warning has beed logged in this session.
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		public void LogWarning(string message) {
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			Warning.Log(message, root);
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		}
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		// The up vector in solver rotation space.
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		public Vector3 up {
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			get {
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				return (useRootRotation? root.up: Vector3.up);
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			}
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		}
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		// Gets the vertical offset between two vectors in solver rotation space
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		public float GetVerticalOffset(Vector3 p1, Vector3 p2) {
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			if (useRootRotation) {
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				Vector3 v = Quaternion.Inverse(root.rotation) * (p1 - p2);
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				return v.y;
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			}
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			return p1.y - p2.y;
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		}
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		// Flattens a vector to ground plane in solver rotation space
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		public Vector3 Flatten(Vector3 v) {
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			if (useRootRotation) {
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				Vector3 tangent = v;
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				Vector3 normal = root.up;
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				Vector3.OrthoNormalize(ref normal, ref tangent);
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				return Vector3.Project(v, tangent);
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			}
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			v.y = 0;
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			return v;
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		}
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		// Determines whether to use root rotation as solver rotation
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		private bool useRootRotation {
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			get {
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				if (!rotateSolver) return false;
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				if (root.up == Vector3.up) return false;
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				return true;
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			}
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		}
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		public Vector3 GetFootCenterOffset() {
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			return root.forward * footRadius + root.forward * footCenterOffset;
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		}
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	}
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}
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