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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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/// Generic FBIK solver. In each solver update, %IKSolverFullBody first reads the character's pose, then solves the %IK and writes the solved pose back to the character via IKMapping.
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/// </summary>
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[System.Serializable]
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public class IKSolverFullBody : IKSolver {
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#region Main Interface
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/// <summary>
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/// Number of solver iterations.
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/// </summary>
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[Range(0, 10)]
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public int iterations = 4;
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/// <summary>
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/// The root node chain.
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/// </summary>
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public FBIKChain[] chain = new FBIKChain[0];
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/// <summary>
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/// The effectors.
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/// </summary>
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public IKEffector[] effectors = new IKEffector[0];
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/// <summary>
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/// Mapping spine bones to the solver.
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/// </summary>
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public IKMappingSpine spineMapping = new IKMappingSpine();
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/// <summary>
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/// Mapping individual bones to the solver
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/// </summary>
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public IKMappingBone[] boneMappings = new IKMappingBone[0];
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/// <summary>
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/// Mapping 3 segment limbs to the solver
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/// </summary>
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public IKMappingLimb[] limbMappings = new IKMappingLimb[0];
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/// <summary>
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/// If false, will not solve a FABRIK pass and the arms/legs will not be able to pull the body.
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/// </summary>
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public bool FABRIKPass = true;
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/// <summary>
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/// Gets the effector of the specified Transform.
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/// </summary>
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public IKEffector GetEffector(Transform t) {
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for (int i = 0; i < effectors.Length; i++) if (effectors[i].bone == t) return effectors[i];
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return null;
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}
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/// <summary>
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/// Gets the chain that contains the specified Transform.
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/// </summary>
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public FBIKChain GetChain(Transform transform) {
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int index = GetChainIndex(transform);
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if (index == -1) return null;
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return chain[index];
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}
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/// <summary>
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/// Gets the index of the chain (in the IKSolverFullBody.chain array) that contains the specified Transform.
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/// </summary>
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public int GetChainIndex(Transform transform) {
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for (int i = 0; i < chain.Length; i++) {
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for (int n = 0; n < chain[i].nodes.Length; n++) if (chain[i].nodes[n].transform == transform) return i;
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}
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return -1;
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}
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public IKSolver.Node GetNode(int chainIndex, int nodeIndex) {
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return chain[chainIndex].nodes[nodeIndex];
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}
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public void GetChainAndNodeIndexes(Transform transform, out int chainIndex, out int nodeIndex) {
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chainIndex = GetChainIndex(transform);
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if (chainIndex == -1) nodeIndex = -1;
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else nodeIndex = chain[chainIndex].GetNodeIndex(transform);
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}
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public override IKSolver.Point[] GetPoints() {
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int nodes = 0;
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for (int i = 0; i < chain.Length; i++) nodes += chain[i].nodes.Length;
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IKSolver.Point[] pointArray = new IKSolver.Point[nodes];
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int added = 0;
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for (int i = 0; i < chain.Length; i++) {
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for (int n = 0; n < chain[i].nodes.Length; n++) {
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pointArray[added] = chain[i].nodes[n] as IKSolver.Node;
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added++;
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}
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}
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return pointArray;
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}
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public override IKSolver.Point GetPoint(Transform transform) {
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for (int i = 0; i < chain.Length; i++) {
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for (int n = 0; n < chain[i].nodes.Length; n++) if (chain[i].nodes[n].transform == transform) return chain[i].nodes[n] as IKSolver.Point;
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}
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return null;
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}
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public override bool IsValid(ref string message) {
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if (chain == null) {
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message = "FBIK chain is null, can't initiate solver.";
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return false;
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}
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if (chain.Length == 0) {
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message = "FBIK chain length is 0, can't initiate solver.";
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return false;
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}
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for (int i = 0; i < chain.Length; i++) {
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if (!chain[i].IsValid(ref message)) return false;
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}
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foreach (IKEffector e in effectors) if (!e.IsValid(this, ref message)) return false;
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if (!spineMapping.IsValid(this, ref message)) return false;
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foreach (IKMappingLimb l in limbMappings) if (!l.IsValid(this, ref message)) return false;
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foreach (IKMappingBone b in boneMappings) if (!b.IsValid(this, ref message)) return false;
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return true;
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}
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/// <summary>
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/// Called before reading the pose
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/// </summary>
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public UpdateDelegate OnPreRead;
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/// <summary>
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/// Called before solving.
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/// </summary>
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public UpdateDelegate OnPreSolve;
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/// <summary>
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/// Called before each iteration
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/// </summary>
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public IterationDelegate OnPreIteration;
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/// <summary>
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/// Called after each iteration
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/// </summary>
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public IterationDelegate OnPostIteration;
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/// <summary>
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/// Called before applying bend constraints.
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/// </summary>
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public UpdateDelegate OnPreBend;
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/// <summary>
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/// Called after updating the solver
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/// </summary>
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public UpdateDelegate OnPostSolve;
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/// <summary>
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/// Called when storing default local state (the state that FixTransforms will reset the hierarchy to).
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/// </summary>
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public UpdateDelegate OnStoreDefaultLocalState;
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/// <summary>
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/// Called when the bones used by the solver will reset to the default local state.
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/// </summary>
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public UpdateDelegate OnFixTransforms;
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#endregion Main Interface
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public override void StoreDefaultLocalState() {
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spineMapping.StoreDefaultLocalState();
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for (int i = 0; i < limbMappings.Length; i++) limbMappings[i].StoreDefaultLocalState();
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for (int i = 0; i < boneMappings.Length; i++) boneMappings[i].StoreDefaultLocalState();
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if (OnStoreDefaultLocalState != null) OnStoreDefaultLocalState();
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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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spineMapping.FixTransforms();
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for (int i = 0; i < limbMappings.Length; i++) limbMappings[i].FixTransforms();
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for (int i = 0; i < boneMappings.Length; i++) boneMappings[i].FixTransforms();
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if (OnFixTransforms != null) OnFixTransforms();
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}
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protected override void OnInitiate() {
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// Initiate chain
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for (int i = 0; i < chain.Length; i++) {
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chain[i].Initiate(this);
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}
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// Initiate effectors
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foreach (IKEffector e in effectors) e.Initiate(this);
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// Initiate IK mapping
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spineMapping.Initiate(this);
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foreach (IKMappingBone boneMapping in boneMappings) boneMapping.Initiate(this);
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foreach (IKMappingLimb limbMapping in limbMappings) limbMapping.Initiate(this);
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}
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protected override void OnUpdate() {
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if (IKPositionWeight <= 0) {
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// clear effector positionOffsets so they would not accumulate
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for (int i = 0; i < effectors.Length; i++) effectors[i].positionOffset = Vector3.zero;
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return;
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}
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if (chain.Length == 0) return;
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IKPositionWeight = Mathf.Clamp(IKPositionWeight, 0f, 1f);
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if (OnPreRead != null) OnPreRead();
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// Phase 1: Read the pose of the biped
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ReadPose();
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if (OnPreSolve != null) OnPreSolve();
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// Phase 2: Solve IK
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Solve();
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if (OnPostSolve != null) OnPostSolve();
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// Phase 3: Map biped to its solved state
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WritePose();
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// Reset effector position offsets to Vector3.zero
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for (int i = 0; i < effectors.Length; i++) effectors[i].OnPostWrite();
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}
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protected virtual void ReadPose() {
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// Making sure the limbs are not inverted
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for (int i = 0; i < chain.Length; i++) {
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if (chain[i].bendConstraint.initiated) chain[i].bendConstraint.LimitBend(IKPositionWeight, GetEffector(chain[i].nodes[2].transform).positionWeight);
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}
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// Presolve effectors, apply effector offset to the nodes
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for (int i = 0; i < effectors.Length; i++) effectors[i].ResetOffset(this);
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for (int i = 0; i < effectors.Length; i++) effectors[i].OnPreSolve(this);
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// Set solver positions to match the current bone positions of the biped
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for (int i = 0; i < chain.Length; i++) {
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chain[i].ReadPose(this, iterations > 0);
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}
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// IKMapping
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if (iterations > 0) {
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spineMapping.ReadPose();
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for (int i = 0; i < boneMappings.Length; i++) boneMappings[i].ReadPose();
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}
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for (int i = 0; i < limbMappings.Length; i++) limbMappings[i].ReadPose();
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}
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protected virtual void Solve() {
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// Iterate solver
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if(iterations > 0) {
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for (int i = 0; i < (FABRIKPass? iterations: 1); i++) {
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if (OnPreIteration != null) OnPreIteration(i);
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// Apply end-effectors
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for (int e = 0; e < effectors.Length; e++) if (effectors[e].isEndEffector) effectors[e].Update(this);
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if (FABRIKPass) {
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// Reaching
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chain[0].Push(this);
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// Reaching
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if (FABRIKPass) chain[0].Reach(this);
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// Apply non end-effectors
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for (int e = 0; e < effectors.Length; e++) if (!effectors[e].isEndEffector) effectors[e].Update(this);
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}
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// Trigonometric pass to release push tension from the solver
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chain[0].SolveTrigonometric(this);
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if (FABRIKPass) {
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// Solving FABRIK forward
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chain[0].Stage1(this);
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// Apply non end-effectors again
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for (int e = 0; e < effectors.Length; e++) if (!effectors[e].isEndEffector) effectors[e].Update(this);
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// Solving FABRIK backwards
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chain[0].Stage2(this, chain[0].nodes[0].solverPosition);
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}
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if (OnPostIteration != null) OnPostIteration(i);
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}
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}
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// Before applying bend constraints (last chance to modify the bend direction)
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if (OnPreBend != null) OnPreBend();
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// Final end-effector pass
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for (int i = 0; i < effectors.Length; i++) if (effectors[i].isEndEffector) effectors[i].Update(this);
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ApplyBendConstraints();
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}
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protected virtual void ApplyBendConstraints() {
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// Solve bend constraints
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chain[0].SolveTrigonometric(this, true);
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}
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protected virtual void WritePose() {
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if (IKPositionWeight <= 0f) return;
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// Apply IK mapping
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if (iterations > 0) {
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spineMapping.WritePose(this);
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for (int i = 0; i < boneMappings.Length; i++) boneMappings[i].WritePose(IKPositionWeight);
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}
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for (int i = 0; i < limbMappings.Length; i++) limbMappings[i].WritePose(this, iterations > 0);
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}
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}
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}
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