235 lines
7.4 KiB
C#
235 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 it's 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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