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			236 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			236 lines
		
	
	
		
			7.4 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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	/// Contains methods common for all heuristic solvers.
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	/// </summary>
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	[System.Serializable]
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	public class IKSolverHeuristic: IKSolver {
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		#region Main Interface
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		/// <summary>
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		/// The target Transform. Solver IKPosition will be automatically set to the position of the target.
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		/// </summary>
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		public Transform target;
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		/// <summary>
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		/// Minimum distance from last reached position. Will stop solving if difference from previous reached position is less than tolerance. If tolerance is zero, will iterate until maxIterations.
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		/// </summary>
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		public float tolerance = 0f;
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		/// <summary>
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		/// Max iterations per frame
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		/// </summary>
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		public int maxIterations = 4;
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		/// <summary>
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		/// If true, rotation limits (if existing) will be applied on each iteration.
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		/// </summary>
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		public bool useRotationLimits = true;
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		/// <summary>
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		/// Solve in 2D?
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		/// </summary>
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		public bool XY;
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		/// <summary>
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		/// The hierarchy of bones.
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		/// </summary>
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		public Bone[] bones = new Bone[0];
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		/// <summary>
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		/// Rebuild the bone hierarcy and reinitiate the solver.
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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[] hierarchy, Transform root) {
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			if (bones == null || bones.Length != hierarchy.Length) bones = new Bone[hierarchy.Length];
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			for (int i = 0; i < hierarchy.Length; i++) {
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				if (bones[i] == null) bones[i] = new IKSolver.Bone();
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				bones[i].transform = hierarchy[i];
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			}
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			Initiate(root);
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			return initiated;
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		}
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		/// <summary>
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		/// Adds a bone to the chain.
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		/// </summary>
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		public void AddBone(Transform bone) {
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			Transform[] newBones = new Transform[bones.Length + 1];
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			for (int i = 0; i < bones.Length; i++) {
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				newBones[i] = bones[i].transform;
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			}
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			newBones[newBones.Length - 1] = bone;
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			SetChain(newBones, root);
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		}
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		public override void StoreDefaultLocalState() {
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			for (int i = 0; i < bones.Length; i++) bones[i].StoreDefaultLocalState();
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		}
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		public override void FixTransforms() {
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			if (!initiated) return;
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			if (IKPositionWeight <= 0f) return;
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			for (int i = 0; i < bones.Length; i++) bones[i].FixTransform();
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		}
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		public override bool IsValid(ref string message) {
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			if (bones.Length == 0) {
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				message = "IK chain has no Bones.";
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				return false;
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			}
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			if (bones.Length < minBones) {
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				message = "IK chain has less than " + minBones + " Bones.";
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				return false;
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			}
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			foreach (Bone bone in bones) {
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				if (bone.transform == null) {
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					message = "One of the Bones is null.";
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					return false;
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				}
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			}
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			Transform duplicate = ContainsDuplicateBone(bones);
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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 (!allowCommonParent && !HierarchyIsValid(bones)) {
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				message = "Invalid bone hierarchy detected. IK requires for its bones to be parented to each other in descending order.";
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				return false;
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			}
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			if (!boneLengthCanBeZero) {
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				for (int i = 0; i < bones.Length - 1; i++) {
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					float l = (bones[i].transform.position - bones[i + 1].transform.position).magnitude;
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					if (l == 0) {
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						message = "Bone " + i + " length is zero.";
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						return false;
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					}
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				}
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			}
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			return true;
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		}
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		public override IKSolver.Point[] GetPoints() {
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			return bones as IKSolver.Point[];
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		}
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		public override IKSolver.Point GetPoint(Transform transform) {
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			for (int i = 0; i < bones.Length; i++) if (bones[i].transform == transform) return bones[i] as IKSolver.Point;
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			return null;
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		}
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		#endregion Main Interface
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		protected virtual int minBones { get { return 2; }}
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		protected virtual bool boneLengthCanBeZero { get { return true; }}
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		protected virtual bool allowCommonParent { get { return false; }}
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		protected override void OnInitiate() {}
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		protected override void OnUpdate() {}
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		protected Vector3 lastLocalDirection;
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		protected float chainLength;
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		/*
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		 * Initiates all bones to match their current state
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		 * */
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		protected void InitiateBones() {
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			chainLength = 0;
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			for (int i = 0; i < bones.Length; i++) {
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				// Find out which local axis is directed at child/target position
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				if (i < bones.Length - 1) {
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					bones[i].length = (bones[i].transform.position - bones[i + 1].transform.position).magnitude;
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					chainLength += bones[i].length;
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					Vector3 nextPosition = bones[i + 1].transform.position;
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					bones[i].axis = Quaternion.Inverse(bones[i].transform.rotation) * (nextPosition - bones[i].transform.position);
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					// Disable Rotation Limits from updating to take control of their execution order
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					if (bones[i].rotationLimit != null) {
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						if (XY) {
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							if (bones[i].rotationLimit is RotationLimitHinge) {
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							} else Warning.Log("Only Hinge Rotation Limits should be used on 2D IK solvers.", bones[i].transform);
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						}
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						bones[i].rotationLimit.Disable();
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					}
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				} else {
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					bones[i].axis = Quaternion.Inverse(bones[i].transform.rotation) * (bones[bones.Length - 1].transform.position - bones[0].transform.position);
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				}
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			}
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		}
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		#region Optimizations
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		/*
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		 * Gets the direction from last bone to first bone in first bone's local space.
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		 * */
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		protected virtual Vector3 localDirection {
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			get {
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				return bones[0].transform.InverseTransformDirection(bones[bones.Length - 1].transform.position - bones[0].transform.position);
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			}
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		}
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		/*
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		 * Gets the offset from last position of the last bone to its current position.
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		 * */
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		protected float positionOffset {
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			get {
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				return Vector3.SqrMagnitude(localDirection - lastLocalDirection);
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			}
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		}
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		#endregion Optimizations
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		/*
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		 * Get target offset to break out of the linear singularity issue
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		 * */
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		protected Vector3 GetSingularityOffset() {
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			if (!SingularityDetected()) return Vector3.zero;
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			Vector3 IKDirection = (IKPosition - bones[0].transform.position).normalized;
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			Vector3 secondaryDirection = new Vector3(IKDirection.y, IKDirection.z, IKDirection.x);
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			// Avoiding getting locked by the Hinge Rotation Limit
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			if (useRotationLimits && bones[bones.Length - 2].rotationLimit != null && bones[bones.Length - 2].rotationLimit is RotationLimitHinge) {
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				secondaryDirection = bones[bones.Length - 2].transform.rotation * bones[bones.Length - 2].rotationLimit.axis;
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			}
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			return Vector3.Cross(IKDirection, secondaryDirection) * bones[bones.Length - 2].length * 0.5f;
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		}
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		/*
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		 * Detects linear singularity issue when the direction from first bone to IKPosition matches the direction from first bone to the last bone.
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		 * */
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		private bool SingularityDetected() {
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			if (!initiated) return false;
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			Vector3 toLastBone = bones[bones.Length - 1].transform.position - bones[0].transform.position;
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			Vector3 toIKPosition = IKPosition - bones[0].transform.position;
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			float toLastBoneDistance = toLastBone.magnitude;
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			float toIKPositionDistance = toIKPosition.magnitude;
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			if (toLastBoneDistance < toIKPositionDistance) return false;
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			if (toLastBoneDistance < chainLength - (bones[bones.Length - 2].length * 0.1f)) return false;
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			if (toLastBoneDistance == 0) return false;
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			if (toIKPositionDistance == 0) return false;
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			if (toIKPositionDistance > toLastBoneDistance) return false;
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			float dot = Vector3.Dot(toLastBone / toLastBoneDistance, toIKPosition / toIKPositionDistance);
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			if (dot < 0.999f) return false;
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			return true;
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		}
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	}
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}
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