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using UnityEditor;
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using UnityEngine;
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using System.Collections;
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using System;
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namespace BzKovSoft.RagdollHelper.Editor
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{
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/// <summary>
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/// Joint controller. Draws the controls for 'CharacterJoint' components in scene view.
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/// </summary>
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public static class JointController
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{
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/// <summary>
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/// Draws the controllers. Need to be invoked from 'OnSceneGUI()' method.
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/// </summary>
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/// <param name="joint">Joint.</param>
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public static void DrawControllers(Transform transform)
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{
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CharacterJoint joint = transform.GetComponent<CharacterJoint>();
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if (joint == null)
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return;
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Undo.RecordObject(joint, "Set Joint");
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Color backupColor = Handles.color;
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Vector3 position = joint.transform.position + joint.anchor;
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float size = HandleUtility.GetHandleSize(position); // red
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Vector3 swingAxisDir = joint.transform.TransformDirection(joint.swingAxis).normalized; // green
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Vector3 axisDir = joint.transform.TransformDirection(joint.axis).normalized; // yellow
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Vector3 direction = GetDirection(joint, swingAxisDir, axisDir);
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DrawTwist(joint, position, direction, axisDir, size);
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DrawSwing1(joint, position, direction, axisDir, swingAxisDir, size);
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DrawSwing2(joint, position, direction, swingAxisDir, size);
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var currRot = Quaternion.LookRotation(swingAxisDir, axisDir);
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Quaternion newRotation = Handles.RotationHandle(currRot, position);
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joint.swingAxis = joint.transform.InverseTransformDirection(newRotation * Vector3.forward); // green
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joint.axis = joint.transform.InverseTransformDirection(newRotation * Vector3.up); // yellow
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Handles.color = backupColor;
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}
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static void DrawTwist(CharacterJoint joint, Vector3 position, Vector3 direction, Vector3 axisDir, float size)
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{
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Handles.color = new Color(0.7f, 0.7f, 0.0f, 1f);
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Handles.ArrowHandleCap(0, position, Quaternion.LookRotation(axisDir), size * 1.1f, EventType.Repaint);
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Handles.color = new Color(0.7f, 0.7f, 0.0f, 1f);
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Vector3 twistNoraml = axisDir;
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var hightLimit = joint.highTwistLimit;
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var lowLimit = joint.lowTwistLimit;
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float newHightLimit = hightLimit.limit;
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float newLowLimit = lowLimit.limit;
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newHightLimit = -ProcessLimit(position, twistNoraml, direction, size, -newHightLimit);
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newLowLimit = -ProcessLimit(position, twistNoraml, direction, size, -newLowLimit);
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if (hightLimit.limit != newHightLimit)
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{
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hightLimit.limit = newHightLimit;
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joint.highTwistLimit = hightLimit;
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}
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if (lowLimit.limit != newLowLimit)
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{
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lowLimit.limit = newLowLimit;
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joint.lowTwistLimit = lowLimit;
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}
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}
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static void DrawSwing1(CharacterJoint joint, Vector3 position, Vector3 direction, Vector3 axisDir, Vector3 swingAxisDir, float size)
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{
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Handles.color = new Color(0.0f, 0.7f, 0.0f, 1f);
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Handles.ArrowHandleCap(0, position, Quaternion.LookRotation(swingAxisDir), size * 1.1f, EventType.Repaint);
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Handles.color = new Color(0.0f, 0.7f, 0.0f, 1f);
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Vector3 swing1Noraml = Vector3.Cross(axisDir, direction);
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var swing1Limit = joint.swing1Limit;
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float newLimit = swing1Limit.limit;
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newLimit = ProcessLimit(position, swing1Noraml, direction, size, newLimit);
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newLimit = -ProcessLimit(position, swing1Noraml, direction, size, -newLimit);
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if (newLimit < 10f)
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newLimit = 0f;
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if (swing1Limit.limit != newLimit)
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{
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swing1Limit.limit = newLimit;
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joint.swing1Limit = swing1Limit;
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}
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}
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static void DrawSwing2(CharacterJoint joint, Vector3 position, Vector3 direction, Vector3 swingAxisDir, float size)
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{
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Handles.color = new Color(1f, 0f, 0f, 1f);
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Handles.ArrowHandleCap(0, position, Quaternion.LookRotation(direction), size * 2f, EventType.Repaint);
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Handles.color = new Color(0.0f, 0.0f, 0.7f, 1f);
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Vector3 swing2Noraml = direction;
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var swing2Limit = joint.swing2Limit;
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float newLimit = swing2Limit.limit;
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newLimit = ProcessLimit(position, swing2Noraml, swingAxisDir, size, newLimit);
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newLimit = -ProcessLimit(position, swing2Noraml, swingAxisDir, size, -newLimit);
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if (newLimit < 10f)
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newLimit = 0f;
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if (swing2Limit.limit != newLimit)
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{
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swing2Limit.limit = newLimit;
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joint.swing2Limit = swing2Limit;
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}
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}
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static Vector3 GetDirection(CharacterJoint joint, Vector3 swingAxisDir, Vector3 axisDir)
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{
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Vector3 direction = Vector3.Cross(swingAxisDir, axisDir);
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Vector3 direction2 = GetDirection(joint);
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//Handles.color = new Color(1f, 0f, 0f, 1f);
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//Handles.DrawLine(joint.transform.position, joint.transform.position + direction * 100);
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//Handles.color = new Color(0f, 1f, 0f, 1f);
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//Handles.DrawLine(joint.transform.position, joint.transform.position + direction2 * 100);
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float r = Vector3.Dot(direction, direction2);
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return direction *Mathf.Sign(r);
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}
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static Vector3 GetDirection(CharacterJoint joint)
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{
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var transform = joint.transform;
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if (transform.childCount == 0)
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{
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// in now children. Return direction related to parent
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return (joint.transform.position - joint.connectedBody.transform.position).normalized;
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}
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Vector3 direction = Vector3.zero;
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for (int ch = 0; ch < transform.childCount; ++ch)
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{
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// take to account colliders that attached to children
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var colliders = transform.GetChild(ch).GetComponents<Collider>();
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for (int i = 0; i < colliders.Length; ++i)
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{
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Collider collider = colliders[i];
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CapsuleCollider cCollider = collider as CapsuleCollider;
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BoxCollider bCollider = collider as BoxCollider;
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SphereCollider sCollider = collider as SphereCollider;
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if (cCollider != null)
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direction += collider.transform.TransformDirection(cCollider.center);
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if (bCollider != null)
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direction += collider.transform.TransformDirection(bCollider.center);
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if (sCollider != null)
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direction += collider.transform.TransformDirection(sCollider.center);
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}
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}
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// if colliders was found, return average direction to colliders.
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if (direction != Vector3.zero)
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return direction.normalized;
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// otherwise, take direction to first child
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for (int i = 0; i < transform.childCount; ++i)
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direction += transform.GetChild(i).localPosition;
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return transform.TransformDirection(direction).normalized;
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}
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/// <summary>
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/// Draws arc with controls
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/// </summary>
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/// <returns>New limit.</returns>
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/// <param name="position">Position of center of arc</param>
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/// <param name="planeNormal">Plane normal in which arc are to be drawn</param>
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/// <param name="startDir">Start direction of arc</param>
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/// <param name="size">Radius of arc</param>
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/// <param name="limit">Current limit</param>
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static float ProcessLimit(Vector3 position, Vector3 planeNormal, Vector3 startDir, float size, float limit)
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{
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Vector3 cross = Vector3.Cross(planeNormal, startDir);
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startDir = Vector3.Cross(cross, planeNormal);
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Vector3 controllerDir = (Quaternion.AngleAxis(limit, planeNormal) * startDir);
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Vector3 controllerPos = position + (controllerDir * size * 1.2f);
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Color backupColor = Handles.color;
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Color newColor = backupColor * 2;
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newColor.a = 1f;
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Handles.color = newColor;
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Handles.DrawLine(position, controllerPos);
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newColor.a = 0.2f;
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Handles.color = newColor;
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Handles.DrawSolidArc(
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position,
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planeNormal,
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startDir,
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limit, size);
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newColor.a = 1f;
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Handles.color = newColor;
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var fmh_211_65_638273676585005490 = Quaternion.identity; bool positionChanged = Handles.FreeMoveHandle(controllerPos, size * 0.1f, Vector3.zero, Handles.SphereHandleCap) != controllerPos;
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if (positionChanged)
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{
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var ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
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float rayDistance;
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Plane plane = new Plane(planeNormal, position);
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if (plane.Raycast(ray, out rayDistance))
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controllerPos = ray.GetPoint(rayDistance);
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controllerPos = position + (controllerPos - position).normalized * size * 1.2f;
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// Get the angle in degrees between 0 and 180
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limit = Vector3.Angle(startDir, controllerPos - position);
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// Determine if the degree value should be negative. Here, a positive value
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// from the dot product means that our vector is on the right of the reference vector
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// whereas a negative value means we're on the left.
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float sign = Mathf.Sign(Vector3.Dot(cross, controllerPos - position));
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limit *= sign;
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limit = Mathf.Round(limit / 5f) * 5f; // i need this to snap rotation
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}
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Handles.color = backupColor;
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return limit;
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}
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public static Vector3 GetPos(Transform transform)
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{
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return transform.position;
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}
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}
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}
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