433 lines
17 KiB
C#
433 lines
17 KiB
C#
// Copyright 2016 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using UnityEngine;
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using System.Collections;
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/// Standard implementation for a mathematical model to make the virtual controller approximate the
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/// physical location of the Daydream controller.
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrArmModel")]
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public class GvrArmModel : GvrBaseArmModel, IGvrControllerInputDeviceReceiver {
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/// Position of the elbow joint relative to the head before the arm model is applied.
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public Vector3 elbowRestPosition = DEFAULT_ELBOW_REST_POSITION;
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/// Position of the wrist joint relative to the elbow before the arm model is applied.
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public Vector3 wristRestPosition = DEFAULT_WRIST_REST_POSITION;
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/// Position of the controller joint relative to the wrist before the arm model is applied.
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public Vector3 controllerRestPosition = DEFAULT_CONTROLLER_REST_POSITION;
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/// Offset applied to the elbow position as the controller is rotated upwards.
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public Vector3 armExtensionOffset = DEFAULT_ARM_EXTENSION_OFFSET;
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/// Ratio of the controller's rotation to apply to the rotation of the elbow.
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/// The remaining rotation is applied to the wrist's rotation.
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[Range(0.0f, 1.0f)]
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public float elbowBendRatio = DEFAULT_ELBOW_BEND_RATIO;
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/// Offset in front of the controller to determine what position to use when determing if the
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/// controller should fade. This is useful when objects are attached to the controller.
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[Range(0.0f, 0.4f)]
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public float fadeControllerOffset = 0.0f;
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/// Controller distance from the front/back of the head after which the controller disappears (meters).
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[Range(0.0f, 0.4f)]
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public float fadeDistanceFromHeadForward = 0.25f;
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/// Controller distance from the left/right of the head after which the controller disappears (meters).
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[Range(0.0f, 0.4f)]
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public float fadeDistanceFromHeadSide = 0.15f;
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/// Controller distance from face after which the tooltips appear (meters).
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[Range(0.4f, 0.6f)]
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public float tooltipMinDistanceFromFace = 0.45f;
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/// When the angle (degrees) between the controller and the head is larger than
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/// this value, the tooltips disappear.
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/// If the value is 180, then the tooltips are always shown.
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/// If the value is 90, the tooltips are only shown when they are facing the camera.
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[Range(0, 180)]
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public int tooltipMaxAngleFromCamera = 80;
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/// If true, the root of the pose is locked to the local position of the player's neck.
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public bool isLockedToNeck = false;
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/// Represents the controller's position relative to the user's head.
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public override Vector3 ControllerPositionFromHead {
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get {
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return controllerPosition;
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}
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}
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/// Represent the controller's rotation relative to the user's head.
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public override Quaternion ControllerRotationFromHead {
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get {
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return controllerRotation;
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}
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}
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/// The suggested rendering alpha value of the controller.
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/// This is to prevent the controller from intersecting the face.
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/// The range is always 0 - 1.
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public override float PreferredAlpha {
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get {
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return preferredAlpha;
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}
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}
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/// The suggested rendering alpha value of the controller tooltips.
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/// This is to only display the tooltips when the player is looking
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/// at the controller, and also to prevent the tooltips from intersecting the
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/// player's face.
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public override float TooltipAlphaValue {
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get {
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return tooltipAlphaValue;
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}
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}
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/// Represent the neck's position relative to the user's head.
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/// If isLockedToNeck is true, this will be the InputTracking position of the Head node modified
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/// by an inverse neck model to approximate the neck position.
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/// Otherwise, it is always zero.
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public Vector3 NeckPosition {
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get {
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return neckPosition;
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}
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}
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/// Represent the shoulder's position relative to the user's head.
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/// This is not actually used as part of the arm model calculations, and exists for debugging.
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public Vector3 ShoulderPosition {
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get {
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Vector3 shoulderPosition = neckPosition + torsoRotation * Vector3.Scale(SHOULDER_POSITION, handedMultiplier);
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return shoulderPosition;
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}
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}
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/// Represent the shoulder's rotation relative to the user's head.
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/// This is not actually used as part of the arm model calculations, and exists for debugging.
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public Quaternion ShoulderRotation {
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get {
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return torsoRotation;
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}
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}
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/// Represent the elbow's position relative to the user's head.
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public Vector3 ElbowPosition {
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get {
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return elbowPosition;
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}
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}
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/// Represent the elbow's rotation relative to the user's head.
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public Quaternion ElbowRotation {
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get {
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return elbowRotation;
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}
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}
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/// Represent the wrist's position relative to the user's head.
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public Vector3 WristPosition {
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get {
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return wristPosition;
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}
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}
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/// Represent the wrist's rotation relative to the user's head.
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public Quaternion WristRotation {
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get {
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return wristRotation;
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}
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}
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public GvrControllerInputDevice ControllerInputDevice { get; set; }
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protected Vector3 neckPosition;
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protected Vector3 elbowPosition;
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protected Quaternion elbowRotation;
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protected Vector3 wristPosition;
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protected Quaternion wristRotation;
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protected Vector3 controllerPosition;
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protected Quaternion controllerRotation;
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protected float preferredAlpha;
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protected float tooltipAlphaValue;
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/// Multiplier for handedness such that 1 = Right, 0 = Center, -1 = left.
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protected Vector3 handedMultiplier;
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/// Forward direction of user's torso.
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protected Vector3 torsoDirection;
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/// Orientation of the user's torso.
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protected Quaternion torsoRotation;
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// Default values for tuning variables.
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public static readonly Vector3 DEFAULT_ELBOW_REST_POSITION = new Vector3(0.195f, -0.5f, 0.005f);
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public static readonly Vector3 DEFAULT_WRIST_REST_POSITION = new Vector3(0.0f, 0.0f, 0.25f);
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public static readonly Vector3 DEFAULT_CONTROLLER_REST_POSITION = new Vector3(0.0f, 0.0f, 0.05f);
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public static readonly Vector3 DEFAULT_ARM_EXTENSION_OFFSET = new Vector3(-0.13f, 0.14f, 0.08f);
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public const float DEFAULT_ELBOW_BEND_RATIO = 0.6f;
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/// Increases elbow bending as the controller moves up (unitless).
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protected const float EXTENSION_WEIGHT = 0.4f;
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/// Rest position for shoulder joint.
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protected static readonly Vector3 SHOULDER_POSITION = new Vector3(0.17f, -0.2f, -0.03f);
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/// Neck offset used to apply the inverse neck model when locked to the head.
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protected static readonly Vector3 NECK_OFFSET = new Vector3(0.0f, 0.075f, 0.08f);
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/// Amount of normalized alpha transparency to change per second.
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protected const float DELTA_ALPHA = 4.0f;
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/// Angle ranges the for arm extension offset to start and end (degrees).
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protected const float MIN_EXTENSION_ANGLE = 7.0f;
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protected const float MAX_EXTENSION_ANGLE = 60.0f;
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protected virtual void OnEnable() {
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// Register the controller update listener.
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GvrControllerInput.OnControllerInputUpdated += OnControllerInputUpdated;
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// Force the torso direction to match the gaze direction immediately.
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// Otherwise, the controller will not be positioned correctly if the ArmModel was enabled
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// when the user wasn't facing forward.
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UpdateTorsoDirection(true);
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// Update immediately to avoid a frame delay before the arm model is applied.
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OnControllerInputUpdated();
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}
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protected virtual void OnDisable() {
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GvrControllerInput.OnControllerInputUpdated -= OnControllerInputUpdated;
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}
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protected virtual void OnControllerInputUpdated() {
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UpdateHandedness();
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UpdateTorsoDirection(false);
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UpdateNeckPosition();
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ApplyArmModel();
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UpdateTransparency();
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}
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protected virtual void UpdateHandedness() {
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// Update user handedness if the setting has changed.
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if (ControllerInputDevice == null) {
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return;
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}
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// Determine handedness multiplier.
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handedMultiplier.Set(0, 1, 1);
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if (ControllerInputDevice.IsRightHand) {
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handedMultiplier.x = 1.0f;
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} else {
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handedMultiplier.x = -1.0f;
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}
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}
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protected virtual void UpdateTorsoDirection(bool forceImmediate) {
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// Determine the gaze direction horizontally.
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Vector3 gazeDirection = GvrVRHelpers.GetHeadForward();
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gazeDirection.y = 0.0f;
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gazeDirection.Normalize();
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// Use the gaze direction to update the forward direction.
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if (forceImmediate ||
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(ControllerInputDevice != null && ControllerInputDevice.Recentered)) {
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torsoDirection = gazeDirection;
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} else {
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float angularVelocity = ControllerInputDevice != null ? ControllerInputDevice.Gyro.magnitude : 0;
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float gazeFilterStrength = Mathf.Clamp((angularVelocity - 0.2f) / 45.0f, 0.0f, 0.1f);
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torsoDirection = Vector3.Slerp(torsoDirection, gazeDirection, gazeFilterStrength);
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}
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// Calculate the torso rotation.
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torsoRotation = Quaternion.FromToRotation(Vector3.forward, torsoDirection);
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}
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protected virtual void UpdateNeckPosition() {
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if (isLockedToNeck) {
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// Returns the center of the eyes.
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// However, we actually want to lock to the center of the head.
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neckPosition = GvrVRHelpers.GetHeadPosition();
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// Find the approximate neck position by Applying an inverse neck model.
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// This transforms the head position to the center of the head and also accounts
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// for the head's rotation so that the motion feels more natural.
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neckPosition = ApplyInverseNeckModel(neckPosition);
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} else {
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neckPosition = Vector3.zero;
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}
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}
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protected virtual void ApplyArmModel() {
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// Set the starting positions of the joints before they are transformed by the arm model.
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SetUntransformedJointPositions();
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// Get the controller's orientation.
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Quaternion controllerOrientation;
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Quaternion xyRotation;
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float xAngle;
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GetControllerRotation(out controllerOrientation, out xyRotation, out xAngle);
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// Offset the elbow by the extension offset.
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float extensionRatio = CalculateExtensionRatio(xAngle);
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ApplyExtensionOffset(extensionRatio);
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// Calculate the lerp rotation, which is used to control how much the rotation of the
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// controller impacts each joint.
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Quaternion lerpRotation = CalculateLerpRotation(xyRotation, extensionRatio);
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CalculateFinalJointRotations(controllerOrientation, xyRotation, lerpRotation);
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ApplyRotationToJoints();
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}
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/// Set the starting positions of the joints before they are transformed by the arm model.
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protected virtual void SetUntransformedJointPositions() {
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elbowPosition = Vector3.Scale(elbowRestPosition, handedMultiplier);
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wristPosition = Vector3.Scale(wristRestPosition, handedMultiplier);
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controllerPosition = Vector3.Scale(controllerRestPosition, handedMultiplier);
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}
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/// Calculate the extension ratio based on the angle of the controller along the x axis.
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protected virtual float CalculateExtensionRatio(float xAngle) {
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float normalizedAngle = (xAngle - MIN_EXTENSION_ANGLE) / (MAX_EXTENSION_ANGLE - MIN_EXTENSION_ANGLE);
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float extensionRatio = Mathf.Clamp(normalizedAngle, 0.0f, 1.0f);
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return extensionRatio;
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}
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/// Offset the elbow by the extension offset.
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protected virtual void ApplyExtensionOffset(float extensionRatio) {
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Vector3 extensionOffset = Vector3.Scale(armExtensionOffset, handedMultiplier);
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elbowPosition += extensionOffset * extensionRatio;
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}
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/// Calculate the lerp rotation, which is used to control how much the rotation of the
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/// controller impacts each joint.
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protected virtual Quaternion CalculateLerpRotation(Quaternion xyRotation, float extensionRatio) {
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float totalAngle = Quaternion.Angle(xyRotation, Quaternion.identity);
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float lerpSuppresion = 1.0f - Mathf.Pow(totalAngle / 180.0f, 6.0f);
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float inverseElbowBendRatio = 1.0f - elbowBendRatio;
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float lerpValue = inverseElbowBendRatio + elbowBendRatio * extensionRatio * EXTENSION_WEIGHT;
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lerpValue *= lerpSuppresion;
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return Quaternion.Lerp(Quaternion.identity, xyRotation, lerpValue);
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}
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/// Determine the final joint rotations relative to the head.
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protected virtual void CalculateFinalJointRotations(Quaternion controllerOrientation, Quaternion xyRotation, Quaternion lerpRotation) {
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elbowRotation = torsoRotation * Quaternion.Inverse(lerpRotation) * xyRotation;
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wristRotation = elbowRotation * lerpRotation;
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controllerRotation = torsoRotation * controllerOrientation;
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}
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/// Apply the joint rotations to the positions of the joints to determine the final pose.
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protected virtual void ApplyRotationToJoints() {
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elbowPosition = neckPosition + torsoRotation * elbowPosition;
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wristPosition = elbowPosition + elbowRotation * wristPosition;
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controllerPosition = wristPosition + wristRotation * controllerPosition;
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}
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/// Transform the head position into an approximate neck position.
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protected virtual Vector3 ApplyInverseNeckModel(Vector3 headPosition) {
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Quaternion headRotation = GvrVRHelpers.GetHeadRotation();
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Vector3 rotatedNeckOffset =
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headRotation * NECK_OFFSET - NECK_OFFSET.y * Vector3.up;
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headPosition -= rotatedNeckOffset;
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return headPosition;
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}
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/// Controls the transparency of the controller to prevent the controller from clipping through
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/// the user's head. Also, controls the transparency of the tooltips so they are only visible
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/// when the controller is held up.
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protected virtual void UpdateTransparency() {
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Vector3 controllerForward = controllerRotation * Vector3.forward;
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Vector3 offsetControllerPosition = controllerPosition + (controllerForward * fadeControllerOffset);
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Vector3 controllerRelativeToHead = offsetControllerPosition - neckPosition;
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Vector3 headForward = GvrVRHelpers.GetHeadForward();
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float distanceToHeadForward = Vector3.Scale(controllerRelativeToHead, headForward).magnitude;
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Vector3 headRight = Vector3.Cross(headForward, Vector3.up);
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float distanceToHeadSide = Vector3.Scale(controllerRelativeToHead, headRight).magnitude;
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float distanceToHeadUp = Mathf.Abs(controllerRelativeToHead.y);
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bool shouldFadeController = distanceToHeadForward < fadeDistanceFromHeadForward
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&& distanceToHeadUp < fadeDistanceFromHeadForward
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&& distanceToHeadSide < fadeDistanceFromHeadSide;
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// Determine how vertical the controller is pointing.
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float animationDelta = DELTA_ALPHA * Time.unscaledDeltaTime;
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if (shouldFadeController) {
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preferredAlpha = Mathf.Max(0.0f, preferredAlpha - animationDelta);
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} else {
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preferredAlpha = Mathf.Min(1.0f, preferredAlpha + animationDelta);
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}
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float dot = Vector3.Dot(controllerRotation * Vector3.up, -controllerRelativeToHead.normalized);
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float minDot = (tooltipMaxAngleFromCamera - 90.0f) / -90.0f;
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float distToFace = Vector3.Distance(controllerRelativeToHead, Vector3.zero);
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if (shouldFadeController
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|| distToFace > tooltipMinDistanceFromFace
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|| dot < minDot) {
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tooltipAlphaValue = Mathf.Max(0.0f, tooltipAlphaValue - animationDelta);
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} else {
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tooltipAlphaValue = Mathf.Min(1.0f, tooltipAlphaValue + animationDelta);
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}
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}
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/// Get the controller's orientation.
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protected void GetControllerRotation(out Quaternion rotation, out Quaternion xyRotation, out float xAngle) {
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// Find the controller's orientation relative to the player.
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rotation = ControllerInputDevice != null ? ControllerInputDevice.Orientation : Quaternion.identity;
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rotation = Quaternion.Inverse(torsoRotation) * rotation;
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// Extract just the x rotation angle.
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Vector3 controllerForward = rotation * Vector3.forward;
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xAngle = 90.0f - Vector3.Angle(controllerForward, Vector3.up);
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// Remove the z rotation from the controller.
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xyRotation = Quaternion.FromToRotation(Vector3.forward, controllerForward);
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}
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#if UNITY_EDITOR
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protected virtual void OnDrawGizmosSelected() {
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if (!enabled) {
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return;
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}
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if (transform.parent == null) {
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return;
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}
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Vector3 worldShoulder = transform.parent.TransformPoint(ShoulderPosition);
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Vector3 worldElbow = transform.parent.TransformPoint(elbowPosition);
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Vector3 worldwrist = transform.parent.TransformPoint(wristPosition);
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Vector3 worldcontroller = transform.parent.TransformPoint(controllerPosition);
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Gizmos.color = Color.red;
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Gizmos.DrawSphere(worldShoulder, 0.02f);
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Gizmos.DrawLine(worldShoulder, worldElbow);
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Gizmos.color = Color.green;
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Gizmos.DrawSphere(worldElbow, 0.02f);
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Gizmos.DrawLine(worldElbow, worldwrist);
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Gizmos.color = Color.cyan;
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Gizmos.DrawSphere(worldwrist, 0.02f);
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Gizmos.color = Color.blue;
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Gizmos.DrawSphere(worldcontroller, 0.02f);
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}
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#endif // UNITY_EDITOR
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}
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