initial upload
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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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/// Contains and manages a set of constraints.
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/// </summary>
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[System.Serializable]
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public class Constraints {
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#region Main Interface
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/// <summary>
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/// The transform.
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/// </summary>
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public Transform transform;
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/// <summary>
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/// The target.
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/// </summary>
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public Transform target;
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/// <summary>
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/// The position offset.
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/// </summary>
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public Vector3 positionOffset;
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/// <summary>
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/// The position to lerp to by positionWeight
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/// </summary>
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public Vector3 position;
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/// <summary>
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/// The weight of lerping to position
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/// </summary>
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[Range(0f, 1f)]
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public float positionWeight;
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/// <summary>
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/// The rotation offset.
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/// </summary>
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public Vector3 rotationOffset;
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/// <summary>
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/// The rotation to slerp to by rotationWeight
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/// </summary>
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public Vector3 rotation;
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/// <summary>
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/// The weight of slerping to rotation
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/// </summary>
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[Range(0f, 1f)]
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public float rotationWeight;
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private Vector3 defaultLocalPosition;
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private Quaternion defaultLocalRotation;
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/// <summary>
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/// Determines whether this instance is valid.
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/// </summary>
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public bool IsValid() {
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return transform != null;
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}
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/// <summary>
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/// Initiate to the specified transform.
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/// </summary>
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public void Initiate(Transform transform) {
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this.transform = transform;
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this.position = transform.position;
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this.rotation = transform.eulerAngles;
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defaultLocalPosition = transform.localPosition;
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defaultLocalRotation = transform.localRotation;
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}
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public void FixTransforms()
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{
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transform.localPosition = defaultLocalPosition;
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transform.localRotation = defaultLocalRotation;
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}
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/// <summary>
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/// Updates the constraints.
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/// </summary>
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public void Update() {
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if (!IsValid()) return;
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// Position
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if (target != null) position = target.position;
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transform.position += positionOffset;
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if (positionWeight > 0f) transform.position = Vector3.Lerp(transform.position, position, positionWeight);
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// Rotation
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if (target != null) rotation = target.eulerAngles;
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transform.rotation = Quaternion.Euler(rotationOffset) * transform.rotation;
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if (rotationWeight > 0f) transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(rotation), rotationWeight);
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}
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#endregion Main Interface
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}
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}
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