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			61 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.8 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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	/// Hybrid %IK solver designed for mapping a character to a VR headset and 2 hand controllers 
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	/// </summary>
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	public partial class IKSolverVR: IKSolver {
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		[System.Serializable]
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		public partial class Locomotion {
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            [System.Serializable]
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            public enum Mode
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            {
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                Procedural = 0,
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                Animated = 1,
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            }
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            [Tooltip("Procedural (legacy) or animated locomotion.")]
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            /// <summary>
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            /// Procedural (legacy) or animated locomotion.
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            /// </summary>
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            public Mode mode;
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            [Tooltip("Used for blending in/out of procedural/animated locomotion.")]
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            /// <summary>
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            /// Used for blending in/out of procedural/animated locomotion.
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            /// </summary>
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            [Range(0f, 1f)]
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            public float weight = 1f;
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            public void Initiate(Animator animator, Vector3[] positions, Quaternion[] rotations, bool hasToes, float scale) {
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                Initiate_Procedural(positions, rotations, hasToes, scale);
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                Initiate_Animated(animator, positions);
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			}
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			public void Reset(Vector3[] positions, Quaternion[] rotations) {
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                Reset_Procedural(positions, rotations);
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                Reset_Animated(positions);
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            }
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            public void Relax()
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            {
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                Relax_Procedural();
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            }
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			public void AddDeltaRotation(Quaternion delta, Vector3 pivot) {
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                AddDeltaRotation_Procedural(delta, pivot);
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                AddDeltaRotation_Animated(delta, pivot);
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            }
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			public void AddDeltaPosition(Vector3 delta) {
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                AddDeltaPosition_Procedural(delta);
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                AddDeltaPosition_Animated(delta);
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            }
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		}
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	}
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} |