Update accessibility
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@ -280,7 +280,7 @@ namespace Passer.Humanoid {
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#region Torque
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protected Vector3 CalculateTorque() {
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protected virtual Vector3 CalculateTorque() {
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Quaternion sollRotation = handTarget.hand.target.transform.rotation * handTarget.hand.target.toBoneRotation;
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Quaternion istRotation = handTarget.hand.bone.transform.rotation;
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Quaternion dRot = sollRotation * Quaternion.Inverse(istRotation);
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@ -295,7 +295,7 @@ namespace Passer.Humanoid {
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return torque;
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}
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protected Vector3 CalculateWristTorque() {
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protected virtual Vector3 CalculateWristTorque() {
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//Vector3 wristTension = target.GetWristTension();
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// Not stable
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@ -311,7 +311,7 @@ namespace Passer.Humanoid {
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ApplyTorqueAtPosition(torque, handTarget.hand.bone.transform.position);
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}
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protected void ApplyTorqueAtPosition(Vector3 torque, Vector3 posToApply) {
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protected virtual void ApplyTorqueAtPosition(Vector3 torque, Vector3 posToApply) {
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if (float.IsNaN(torque.magnitude))
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return;
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