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using UnityEngine;
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using System.Collections;
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namespace RootMotion {
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/// <summary>
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/// The Cartesian axes.
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/// </summary>
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[System.Serializable]
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public enum Axis {
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X,
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Y,
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Z
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}
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/// <summary>
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/// Contains tools for working with Axes that have no positive/negative directions.
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/// </summary>
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public class AxisTools {
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/// <summary>
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/// Converts an Axis to Vector3.
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/// </summary>
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public static Vector3 ToVector3(Axis axis) {
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if (axis == Axis.X) return Vector3.right;
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if (axis == Axis.Y) return Vector3.up;
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return Vector3.forward;
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}
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/// <summary>
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/// Converts a Vector3 to Axis.
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/// </summary>
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public static Axis ToAxis(Vector3 v) {
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float absX = Mathf.Abs(v.x);
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float absY = Mathf.Abs(v.y);
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float absZ = Mathf.Abs(v.z);
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Axis d = Axis.X;
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if (absY > absX && absY > absZ) d = Axis.Y;
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if (absZ > absX && absZ > absY) d = Axis.Z;
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return d;
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}
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/// <summary>
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/// Returns the Axis of the Transform towards a world space position.
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/// </summary>
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public static Axis GetAxisToPoint(Transform t, Vector3 worldPosition) {
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Vector3 axis = GetAxisVectorToPoint(t, worldPosition);
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if (axis == Vector3.right) return Axis.X;
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if (axis == Vector3.up) return Axis.Y;
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return Axis.Z;
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}
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/// <summary>
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/// Returns the Axis of the Transform towards a world space direction.
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/// </summary>
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public static Axis GetAxisToDirection(Transform t, Vector3 direction) {
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Vector3 axis = GetAxisVectorToDirection(t, direction);
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if (axis == Vector3.right) return Axis.X;
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if (axis == Vector3.up) return Axis.Y;
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return Axis.Z;
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}
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/// <summary>
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/// Returns the local axis of the Transform towards a world space position.
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/// </summary>
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public static Vector3 GetAxisVectorToPoint(Transform t, Vector3 worldPosition) {
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return GetAxisVectorToDirection(t, worldPosition - t.position);
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}
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/// <summary>
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/// Returns the local axis of the Transform that aligns the most with a direction.
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/// </summary>
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public static Vector3 GetAxisVectorToDirection(Transform t, Vector3 direction) {
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return GetAxisVectorToDirection(t.rotation, direction);
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}
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/// <summary>
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/// Returns the local axis of a rotation space that aligns the most with a direction.
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/// </summary>
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public static Vector3 GetAxisVectorToDirection(Quaternion r, Vector3 direction)
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{
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direction = direction.normalized;
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Vector3 axis = Vector3.right;
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float dotX = Mathf.Abs(Vector3.Dot(r * Vector3.right, direction));
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float dotY = Mathf.Abs(Vector3.Dot(r * Vector3.up, direction));
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if (dotY > dotX) axis = Vector3.up;
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float dotZ = Mathf.Abs(Vector3.Dot(r * Vector3.forward, direction));
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if (dotZ > dotX && dotZ > dotY) axis = Vector3.forward;
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return axis;
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}
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}
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}
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