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			450 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			450 lines
		
	
	
		
			16 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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	/// Grounding for LimbIK, CCD and/or FABRIK solvers.
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	/// </summary>
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	[HelpURL("http://www.root-motion.com/finalikdox/html/page9.html")]
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	[AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder Quadruped")]
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	public class GrounderQuadruped: Grounder {
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		// Open the User Manual URL
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		[ContextMenu("User Manual")]
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		protected override void OpenUserManual() {
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			Application.OpenURL("http://www.root-motion.com/finalikdox/html/page9.html");
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		}
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		// Open the Script Reference URL
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		[ContextMenu("Scrpt Reference")]
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		protected override void OpenScriptReference() {
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			Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_quadruped.html");
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		}
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		#region Main Interface
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		/// <summary>
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		/// The %Grounding solver for the forelegs.
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		/// </summary>
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		[Tooltip("The Grounding solver for the forelegs.")]
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		public Grounding forelegSolver = new Grounding();
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		/// <summary>
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		/// The weight of rotating the character root to the ground angle (range: 0 - 1).
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		/// </summary>
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		[Tooltip("The weight of rotating the character root to the ground angle (range: 0 - 1).")]
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		[Range(0f, 1f)]
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		public float rootRotationWeight = 0.5f;
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		/// <summary>
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		/// The maximum angle of rotating the quadruped downwards (going downhill, range: -90 - 0).
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		/// </summary>
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		[Tooltip("The maximum angle of rotating the quadruped downwards (going downhill, range: -90 - 0).")]
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		[Range(-90f, 0f)]
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		public float minRootRotation = -25f;
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		/// <summary>
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		/// The maximum angle of rotating the quadruped upwards (going uphill, range: 0 - 90).
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		/// </summary>
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		[Tooltip("The maximum angle of rotating the quadruped upwards (going uphill, range: 0 - 90).")]
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		[Range(0f, 90f)]
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		public float maxRootRotation = 45f;
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		/// <summary>
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		/// The speed of interpolating the character root rotation (range: 0 - inf).
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		/// </summary>
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		[Tooltip("The speed of interpolating the character root rotation (range: 0 - inf).")]
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		public float rootRotationSpeed = 5f;
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		/// <summary>
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		/// The maximum IK offset for the legs (range: 0 - inf).
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		/// </summary>
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		[Tooltip("The maximum IK offset for the legs (range: 0 - inf).")]
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		public float maxLegOffset = 0.5f;
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		/// <summary>
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		/// The maximum IK offset for the forelegs (range: 0 - inf).
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		/// </summary>
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		[Tooltip("The maximum IK offset for the forelegs (range: 0 - inf).")]
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		public float maxForeLegOffset = 0.5f;
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		/// <summary>
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		/// The weight of maintaining the head's rotation as it was before solving the Grounding (range: 0 - 1).
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		/// </summary>
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		[Tooltip("The weight of maintaining the head's rotation as it was before solving the Grounding (range: 0 - 1).")]
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		[Range(0f, 1f)]
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		public float maintainHeadRotationWeight = 0.5f;
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		/// <summary>
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		/// The root Transform of the character, with the rigidbody and the collider.
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		/// </summary>
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		[Tooltip("The root Transform of the character, with the rigidbody and the collider.")]
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		public Transform characterRoot;
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		/// <summary>
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		/// The pelvis transform. Common ancestor of both legs and the spine.
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		/// </summary>
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		[Tooltip("The pelvis transform. Common ancestor of both legs and the spine.")]
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		public Transform pelvis;
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		/// <summary>
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		/// The last bone in the spine that is the common parent for both forelegs.
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		/// </summary>
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		[Tooltip("The last bone in the spine that is the common parent for both forelegs.")]
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		public Transform lastSpineBone;
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		/// <summary>
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		/// The head (optional, if you intend to maintain its rotation).
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		/// </summary>
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		[Tooltip("The head (optional, if you intend to maintain its rotation).")]
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		public Transform head;
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		/// <summary>
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		/// %IK componets of the hindlegs. Can be any type of IK components.
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		/// </summary>
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		public IK[] legs;
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		/// <summary>
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		/// %IK components for the forelegs. Can be any type of IK components.
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		/// </summary>
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		public IK[] forelegs;
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		/// <summary>
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		/// When using GrounderQuadruped on a spherical object, update this vector to always point towards the center of that object.
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		/// </summary>
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		[HideInInspector] public Vector3 gravity = Vector3.down;
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		#endregion Main Interface
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		public override void ResetPosition() {
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            for (int i = 0; i < legs.Length; i++)
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            {
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                legs[i].GetIKSolver().IKPosition = feet[i].transform.position;
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                if (legs[i] is LimbIK)
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                {
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                    var leg = legs[i] as LimbIK;
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                    leg.solver.IKRotation = solver.legs[i].transform.rotation;
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                }
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            }
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            solver.Reset();
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			forelegSolver.Reset();
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		}
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		// Contains all the required information about a foot
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		public struct Foot {
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			public IKSolver solver;
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			public Transform transform;
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			public Quaternion rotation;
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			public Grounding.Leg leg;
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			// The custom constructor
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			public Foot (IKSolver solver, Transform transform) {
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				this.solver = solver;
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				this.transform = transform;
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				this.leg = null;
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				rotation = transform.rotation;
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			}
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		}
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		private Foot[] feet = new Foot[0];
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		private Vector3 animatedPelvisLocalPosition;
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		private Quaternion animatedPelvisLocalRotation;
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		private Quaternion animatedHeadLocalRotation;
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		private Vector3 solvedPelvisLocalPosition;
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		private Quaternion solvedPelvisLocalRotation;
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		private Quaternion solvedHeadLocalRotation;
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		private int solvedFeet;
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		private bool solved;
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		private float angle;
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		private Transform forefeetRoot;
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		private Quaternion headRotation;
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		private float lastWeight;
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		private Rigidbody characterRootRigidbody;
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		// Can we initiate the Grounding?
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		private bool IsReadyToInitiate() {
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			if (pelvis == null) return false;
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			if (lastSpineBone == null) return false;
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			if (legs.Length == 0) return false;
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			if (forelegs.Length == 0) return false;
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			if (characterRoot == null) return false;
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			if (!IsReadyToInitiateLegs(legs)) return false;
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			if (!IsReadyToInitiateLegs(forelegs)) return false;
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			return true;
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		}
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		// Are the leg IK components valid for initiation?
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		private bool IsReadyToInitiateLegs(IK[] ikComponents) {
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			foreach (IK leg in ikComponents) {
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				if (leg == null) return false;
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				if (leg is FullBodyBipedIK) {
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					LogWarning("GrounderIK does not support FullBodyBipedIK, use CCDIK, FABRIK, LimbIK or TrigonometricIK instead. If you want to use FullBodyBipedIK, use the GrounderFBBIK component.");
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					return false;
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				}
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				if (leg is FABRIKRoot) {
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					LogWarning("GrounderIK does not support FABRIKRoot, use CCDIK, FABRIK, LimbIK or TrigonometricIK instead.");
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					return false;
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				}
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				if (leg is AimIK) {
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					LogWarning("GrounderIK does not support AimIK, use CCDIK, FABRIK, LimbIK or TrigonometricIK instead.");
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					return false;
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				}
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			}
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			return true;
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		}
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		// Weigh out the IK solvers properly when the component is disabled
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		void OnDisable() {
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			if (!initiated) return;
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			for (int i = 0; i < feet.Length; i++) {
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				if (feet[i].solver != null) feet[i].solver.IKPositionWeight = 0f;
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			}
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		}
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		// Initiate once we have all the required components
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		void Update() {
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			weight = Mathf.Clamp(weight, 0f, 1f);
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			if (weight <= 0f) return;
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			solved = false;
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			if (initiated) return;
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			if (!IsReadyToInitiate()) return;
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			Initiate();
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		}
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		// Initiate this Grounder
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		private void Initiate() {
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			// Building the feet
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			feet = new Foot[legs.Length + forelegs.Length];
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			// Gathering the last bones of the IK solvers as feet
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			Transform[] footBones = InitiateFeet(legs, ref feet, 0);
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			Transform[] forefootBones = InitiateFeet(forelegs, ref feet, legs.Length);
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			// Store the default localPosition and localRotation of the pelvis
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			animatedPelvisLocalPosition = pelvis.localPosition;
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			animatedPelvisLocalRotation = pelvis.localRotation;
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			if (head != null) animatedHeadLocalRotation = head.localRotation;
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			forefeetRoot = new GameObject().transform;
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			forefeetRoot.parent = transform;
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			forefeetRoot.name = "Forefeet Root";
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			// Initiate the Grounding
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			solver.Initiate(transform, footBones);
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			forelegSolver.Initiate(forefeetRoot, forefootBones);
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			for (int i = 0; i < footBones.Length; i++) feet[i].leg = solver.legs[i];
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			for (int i = 0; i < forefootBones.Length; i++) feet[i + legs.Length].leg = forelegSolver.legs[i];
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			characterRootRigidbody = characterRoot.GetComponent<Rigidbody>();
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			initiated = true;
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		}
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		// Initiate the feet
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		private Transform[] InitiateFeet(IK[] ikComponents, ref Foot[] f, int indexOffset) {
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			Transform[] bones = new Transform[ikComponents.Length];
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			for (int i = 0; i < ikComponents.Length; i++) {
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				IKSolver.Point[] points = ikComponents[i].GetIKSolver().GetPoints();
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				f[i + indexOffset] = new Foot(ikComponents[i].GetIKSolver(), points[points.Length - 1].transform);
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				bones[i] = f[i + indexOffset].transform;
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				// Add to the update delegates of each ik solver
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				f[i + indexOffset].solver.OnPreUpdate += OnSolverUpdate;
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				f[i + indexOffset].solver.OnPostUpdate += OnPostSolverUpdate;
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			}
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			return bones;
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		}
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		void LateUpdate () {
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			if (weight <= 0f) return;
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			// Clamping values
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			rootRotationWeight = Mathf.Clamp(rootRotationWeight, 0f, 1f);
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			minRootRotation = Mathf.Clamp(minRootRotation, -90f, maxRootRotation);
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			maxRootRotation = Mathf.Clamp(maxRootRotation, minRootRotation, 90f);
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			rootRotationSpeed = Mathf.Clamp(rootRotationSpeed, 0f, rootRotationSpeed);
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			maxLegOffset = Mathf.Clamp(maxLegOffset, 0f, maxLegOffset);
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			maxForeLegOffset = Mathf.Clamp(maxForeLegOffset, 0f, maxForeLegOffset);
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			maintainHeadRotationWeight = Mathf.Clamp(maintainHeadRotationWeight, 0f, 1f);
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			// Rotate the character root
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			RootRotation();
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		}
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		// Rotate the character along with the terrain
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		private void RootRotation() {
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			if (rootRotationWeight <= 0f) return;
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			if (rootRotationSpeed <= 0f) return;
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			solver.rotateSolver = true;
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			forelegSolver.rotateSolver = true;
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			// Get the horizontal rotation of the character
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			Vector3 tangent = characterRoot.forward;
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			Vector3 normal = -gravity;
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			Vector3.OrthoNormalize(ref normal, ref tangent);
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			Quaternion horizontalRotation = Quaternion.LookRotation(tangent, -gravity);
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			// Get the direction from root hit to forelegs root hit in the space of the horizontal character rotation
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			Vector3 hitDirection = forelegSolver.rootHit.point - solver.rootHit.point;
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			Vector3 hitDirectionLocal = Quaternion.Inverse(horizontalRotation) * hitDirection;
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			// Get the angle between the horizontal and hit directions
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			float angleTarget = Mathf.Atan2(hitDirectionLocal.y, hitDirectionLocal.z) * Mathf.Rad2Deg;
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			angleTarget = Mathf.Clamp(angleTarget * rootRotationWeight, minRootRotation, maxRootRotation);
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			// Interpolate the angle
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			angle = Mathf.Lerp(angle, angleTarget, Time.deltaTime * rootRotationSpeed);
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            if (characterRootRigidbody == null) {
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                characterRoot.rotation = Quaternion.Slerp(characterRoot.rotation, Quaternion.AngleAxis(-angle, characterRoot.right) * horizontalRotation, weight);
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            } else {
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                characterRootRigidbody.MoveRotation(Quaternion.Slerp(characterRoot.rotation, Quaternion.AngleAxis(-angle, characterRoot.right) * horizontalRotation, weight));
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			}
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		}
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		// Called before updating the first IK solver
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		private void OnSolverUpdate() {
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			if (!enabled) return;
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			if (weight <= 0f) {
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				if (lastWeight <= 0f) return;
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				// Weigh out the limb solvers properly
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				OnDisable();
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			}
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			lastWeight = weight;
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			// If another IK has already solved in this frame, do nothing
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			if (solved) return;
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			if (OnPreGrounder != null) OnPreGrounder();
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			// If the bone transforms have not changed since last solved state, consider them unanimated
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			if (pelvis.localPosition != solvedPelvisLocalPosition) animatedPelvisLocalPosition = pelvis.localPosition;
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			else pelvis.localPosition = animatedPelvisLocalPosition;
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			if (pelvis.localRotation != solvedPelvisLocalRotation) animatedPelvisLocalRotation = pelvis.localRotation;
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			else pelvis.localRotation = animatedPelvisLocalRotation;
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			if (head != null) {
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				if (head.localRotation != solvedHeadLocalRotation) animatedHeadLocalRotation = head.localRotation;
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				else head.localRotation = animatedHeadLocalRotation;
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			}
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			for (int i = 0; i < feet.Length; i++) feet[i].rotation = feet[i].transform.rotation;
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			// Store the head rotation so it could be maintained later
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			if (head != null) headRotation = head.rotation;
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			// Position the forefeet root to the center of forefeet
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			UpdateForefeetRoot();
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			// Update the Grounding
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			solver.Update();
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			forelegSolver.Update();
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			// Move the pelvis
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			pelvis.position += solver.pelvis.IKOffset * weight;
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			// Rotate the pelvis
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			Vector3 spineDirection = lastSpineBone.position - pelvis.position;
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			Vector3 newSpinePosition = 
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				lastSpineBone.position + 
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					forelegSolver.root.up * Mathf.Clamp(forelegSolver.pelvis.heightOffset, Mathf.NegativeInfinity, 0f) -
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					solver.root.up * solver.pelvis.heightOffset;
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			Vector3 newDirection = newSpinePosition - pelvis.position;
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			Quaternion f = Quaternion.FromToRotation(spineDirection, newDirection);
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			pelvis.rotation = Quaternion.Slerp(Quaternion.identity, f, weight) * pelvis.rotation;
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			// Update the IKPositions and IKPositonWeights of the legs
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			for (int i = 0; i < feet.Length; i++) SetFootIK(feet[i], (i < 2? maxLegOffset: maxForeLegOffset));
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			solved = true;
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			solvedFeet = 0;
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			if (OnPostGrounder != null) OnPostGrounder();
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		}
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		// Position the forefeet root to the center of forefeet
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		private void UpdateForefeetRoot() {
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			// Get the centroid
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			Vector3 foreFeetCenter = Vector3.zero;
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			for (int i = 0; i < forelegSolver.legs.Length; i++) {
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				foreFeetCenter += forelegSolver.legs[i].transform.position;
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			}
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			foreFeetCenter /= (float)forelegs.Length;
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			Vector3 dir = foreFeetCenter - transform.position;
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			// Ortho-normalize to this Transform's rotation
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			Vector3 normal = transform.up;
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			Vector3 tangent = dir;
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			Vector3.OrthoNormalize(ref normal, ref tangent);
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			// Positioning the forefeet root
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			forefeetRoot.position = transform.position + tangent.normalized * dir.magnitude;
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		}
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						|
		
 | 
						|
		// Set the IK position and weight for a limb
 | 
						|
		private void SetFootIK(Foot foot, float maxOffset) {
 | 
						|
			Vector3 direction = foot.leg.IKPosition - foot.transform.position;
 | 
						|
			
 | 
						|
			foot.solver.IKPosition = foot.transform.position + Vector3.ClampMagnitude(direction, maxOffset);
 | 
						|
			foot.solver.IKPositionWeight = weight;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Rotating the feet after IK has finished
 | 
						|
		private void OnPostSolverUpdate() {
 | 
						|
			if (weight <= 0f) return;
 | 
						|
			if (!enabled) return;
 | 
						|
			
 | 
						|
			// Only do this after the last IK solver has finished
 | 
						|
			solvedFeet ++;
 | 
						|
			if (solvedFeet < feet.Length) return;
 | 
						|
			
 | 
						|
			for (int i = 0; i < feet.Length; i++) {
 | 
						|
				feet[i].transform.rotation = Quaternion.Slerp(Quaternion.identity, feet[i].leg.rotationOffset, weight) * feet[i].rotation;
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (head != null) head.rotation = Quaternion.Lerp(head.rotation, headRotation, maintainHeadRotationWeight * weight);
 | 
						|
			
 | 
						|
			// Store the solved transform's of the bones so we know if they are not animated
 | 
						|
			solvedPelvisLocalPosition = pelvis.localPosition;
 | 
						|
			solvedPelvisLocalRotation = pelvis.localRotation;
 | 
						|
			if (head != null) solvedHeadLocalRotation = head.localRotation;
 | 
						|
 | 
						|
            if (OnPostIK != null) OnPostIK();
 | 
						|
        }
 | 
						|
		
 | 
						|
		// Cleaning up the delegates
 | 
						|
		void OnDestroy() {
 | 
						|
			if (initiated) {
 | 
						|
				DestroyLegs(legs);
 | 
						|
				DestroyLegs(forelegs);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		// Cleaning up the delegates
 | 
						|
		private void DestroyLegs(IK[] ikComponents) {
 | 
						|
			foreach (IK leg in ikComponents) {
 | 
						|
				if (leg != null) {
 | 
						|
					leg.GetIKSolver().OnPreUpdate -= OnSolverUpdate;
 | 
						|
					leg.GetIKSolver().OnPostUpdate -= OnPostSolverUpdate;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 |