/// <summary>
        /// Initializes a contact.
        /// </summary>
        /// <param name="body1">The first body.</param>
        /// <param name="body2">The second body.</param>
        /// <param name="point1">The collision point in worldspace</param>
        /// <param name="point2">The collision point in worldspace</param>
        /// <param name="n">The normal pointing to body2.</param>
        /// <param name="penetration">The estimated penetration depth.</param>
        public void Initialize(RigidBody body1, RigidBody body2, ref FPVector point1, ref FPVector point2, ref FPVector n,
                               FP penetration, bool newContact, ContactSettings settings)
        {
            this.body1  = body1;  this.body2 = body2;
            this.normal = n; normal.Normalize();
            this.p1     = point1; this.p2 = point2;

            this.newContact = newContact;

            FPVector.Subtract(ref p1, ref body1.position, out relativePos1);
            FPVector.Subtract(ref p2, ref body2.position, out relativePos2);
            FPVector.Transform(ref relativePos1, ref body1.invOrientation, out realRelPos1);
            FPVector.Transform(ref relativePos2, ref body2.invOrientation, out realRelPos2);

            this.initialPen  = penetration;
            this.penetration = penetration;

            body1IsMassPoint = body1.isParticle;
            body2IsMassPoint = body2.isParticle;

            // Material Properties
            if (newContact)
            {
                treatBody1AsStatic = body1.isStatic;
                treatBody2AsStatic = body2.isStatic;

                accumulatedNormalImpulse  = FP.Zero;
                accumulatedTangentImpulse = FP.Zero;

                lostSpeculativeBounce = FP.Zero;

                switch (settings.MaterialCoefficientMixing)
                {
                case ContactSettings.MaterialCoefficientMixingType.TakeMaximum:
                    staticFriction  = FPMath.Max(body1.staticFriction, body2.staticFriction);
                    dynamicFriction = FPMath.Max(body1.staticFriction, body2.staticFriction);
                    restitution     = FPMath.Max(body1.restitution, body2.restitution);
                    break;

                case ContactSettings.MaterialCoefficientMixingType.TakeMinimum:
                    staticFriction  = FPMath.Min(body1.staticFriction, body2.staticFriction);
                    dynamicFriction = FPMath.Min(body1.staticFriction, body2.staticFriction);
                    restitution     = FPMath.Min(body1.restitution, body2.restitution);
                    break;

                case ContactSettings.MaterialCoefficientMixingType.UseAverage:
                    staticFriction  = (body1.staticFriction + body2.staticFriction) * FP.Half;
                    dynamicFriction = (body1.staticFriction + body2.staticFriction) * FP.Half;
                    restitution     = (body1.restitution + body2.restitution) * FP.Half;
                    break;
                }
            }

            this.settings = settings;
        }
        /// <summary>
        /// Passes a axis aligned bounding box to the shape where collision
        /// could occour.
        /// </summary>
        /// <param name="box">The bounding box where collision could occur.</param>
        /// <returns>The upper index with which <see cref="SetCurrentShape"/> can be
        /// called.</returns>
        public override int Prepare(ref TSBBox box)
        {
            // simple idea: the terrain is a grid. x and z is the position in the grid.
            // y the height. we know compute the min and max grid-points. All quads
            // between these points have to be checked.

            // including overflow exception prevention

            if (box.min.x < boundings.min.x)
            {
                minX = 0;
            }
            else
            {
                minX = (int)FP.Floor(((box.min.x - sphericalExpansion) / scaleX));
                minX = (int)FPMath.Max(minX, 0);
            }

            if (box.max.x > boundings.max.x)
            {
                maxX = heightsLength0 - 1;
            }
            else
            {
                maxX = (int)FP.Ceiling(((box.max.x + sphericalExpansion) / scaleX));
                maxX = (int)FPMath.Min(maxX, heightsLength0 - 1);
            }

            if (box.min.z < boundings.min.z)
            {
                minZ = 0;
            }
            else
            {
                minZ = (int)FP.Floor(((box.min.z - sphericalExpansion) / scaleZ));
                minZ = (int)FPMath.Max(minZ, 0);
            }

            if (box.max.z > boundings.max.z)
            {
                maxZ = heightsLength1 - 1;
            }
            else
            {
                maxZ = (int)FP.Ceiling((FP)((box.max.z + sphericalExpansion) / scaleZ));
                maxZ = (int)FPMath.Min(maxZ, heightsLength1 - 1);
            }

            numX = maxX - minX;
            numZ = maxZ - minZ;

            // since every quad contains two triangles we multiply by 2.
            return(numX * numZ * 2);
        }
Beispiel #3
0
            /// <summary>
            /// Iteratively solve this constraint.
            /// </summary>
            public override void Iterate()
            {
                if (skipConstraint)
                {
                    return;
                }

                FP jv = FPVector.Dot(ref body1.linearVelocity, ref jacobian[0]);

                jv += FPVector.Dot(ref body2.linearVelocity, ref jacobian[1]);

                FP softnessScalar = accumulatedImpulse * softnessOverDt;

                FP lambda = -effectiveMass * (jv + bias + softnessScalar);

                if (behavior == DistanceBehavior.LimitMinimumDistance)
                {
                    FP previousAccumulatedImpulse = accumulatedImpulse;
                    accumulatedImpulse = FPMath.Max(accumulatedImpulse + lambda, 0);
                    lambda             = accumulatedImpulse - previousAccumulatedImpulse;
                }
                else if (behavior == DistanceBehavior.LimitMaximumDistance)
                {
                    FP previousAccumulatedImpulse = accumulatedImpulse;
                    accumulatedImpulse = FPMath.Min(accumulatedImpulse + lambda, 0);
                    lambda             = accumulatedImpulse - previousAccumulatedImpulse;
                }
                else
                {
                    accumulatedImpulse += lambda;
                }

                FPVector temp;

                if (!body1.isStatic)
                {
                    FPVector.Multiply(ref jacobian[0], lambda * body1.inverseMass, out temp);
                    FPVector.Add(ref temp, ref body1.linearVelocity, out body1.linearVelocity);
                }

                if (!body2.isStatic)
                {
                    FPVector.Multiply(ref jacobian[1], lambda * body2.inverseMass, out temp);
                    FPVector.Add(ref temp, ref body2.linearVelocity, out body2.linearVelocity);
                }
            }
        /// <summary>
        /// Iteratively solve this constraint.
        /// </summary>
        public override void Iterate()
        {
            if (skipConstraint)
            {
                return;
            }

            FP jv =
                body1.linearVelocity * jacobian[0] +
                body1.angularVelocity * jacobian[1] +
                body2.linearVelocity * jacobian[2] +
                body2.angularVelocity * jacobian[3];

            FP softnessScalar = accumulatedImpulse * softnessOverDt;

            FP lambda = -effectiveMass * (jv + bias + softnessScalar);

            if (behavior == DistanceBehavior.LimitMinimumDistance)
            {
                FP previousAccumulatedImpulse = accumulatedImpulse;
                accumulatedImpulse = FPMath.Max(accumulatedImpulse + lambda, 0);
                lambda             = accumulatedImpulse - previousAccumulatedImpulse;
            }
            else if (behavior == DistanceBehavior.LimitMaximumDistance)
            {
                FP previousAccumulatedImpulse = accumulatedImpulse;
                accumulatedImpulse = FPMath.Min(accumulatedImpulse + lambda, 0);
                lambda             = accumulatedImpulse - previousAccumulatedImpulse;
            }
            else
            {
                accumulatedImpulse += lambda;
            }

            if (!body1.isStatic)
            {
                body1.linearVelocity  += body1.inverseMass * lambda * jacobian[0];
                body1.angularVelocity += FPVector.Transform(lambda * jacobian[1], body1.invInertiaWorld);
            }

            if (!body2.isStatic)
            {
                body2.linearVelocity  += body2.inverseMass * lambda * jacobian[2];
                body2.angularVelocity += FPVector.Transform(lambda * jacobian[3], body2.invInertiaWorld);
            }
        }
        private Dictionary <Body, FPVector2> ApplyImpulse(FPVector2 pos, FP radius, FP force, FP maxForce, HashSet <Body> overlappingBodies)
        {
            Dictionary <Body, FPVector2> forces = new Dictionary <Body, FPVector2>(overlappingBodies.Count);

            foreach (Body overlappingBody in overlappingBodies)
            {
                if (IsActiveOn(overlappingBody))
                {
                    FP distance     = FPVector2.Distance(pos, overlappingBody.Position);
                    FP forcePercent = GetPercent(distance, radius);

                    FPVector2 forceVector = pos - overlappingBody.Position;
                    forceVector *= 1f / FP.Sqrt(forceVector.x * forceVector.x + forceVector.y * forceVector.y);
                    forceVector *= FPMath.Min(force * forcePercent, maxForce);
                    forceVector *= -1;

                    overlappingBody.ApplyLinearImpulse(forceVector);
                    forces.Add(overlappingBody, forceVector);
                }
            }

            return(forces);
        }
Beispiel #6
0
        /// <summary>
        /// Activate the explosion at the specified position.
        /// </summary>
        /// <param name="pos">The position where the explosion happens </param>
        /// <param name="radius">The explosion radius </param>
        /// <param name="maxForce">The explosion force at the explosion point (then is inversely proportional to the square of the distance)</param>
        /// <returns>A list of bodies and the amount of force that was applied to them.</returns>
        public Dictionary <Fixture, FPVector2> Activate(FPVector2 pos, FP radius, FP maxForce)
        {
            AABB aabb;

            aabb.LowerBound = pos + new FPVector2(-radius, -radius);
            aabb.UpperBound = pos + new FPVector2(radius, radius);
            Fixture[] shapes = new Fixture[MaxShapes];

            // More than 5 shapes in an explosion could be possible, but still strange.
            Fixture[] containedShapes = new Fixture[5];
            bool      exit            = false;

            int shapeCount          = 0;
            int containedShapeCount = 0;

            // Query the world for overlapping shapes.
            World.QueryAABB(
                fixture =>
            {
                if (fixture.TestPoint(ref pos))
                {
                    if (IgnoreWhenInsideShape)
                    {
                        exit = true;
                        return(false);
                    }

                    containedShapes[containedShapeCount++] = fixture;
                }
                else
                {
                    shapes[shapeCount++] = fixture;
                }

                // Continue the query.
                return(true);
            }, ref aabb);

            if (exit)
            {
                return(new Dictionary <Fixture, FPVector2>());
            }

            Dictionary <Fixture, FPVector2> exploded = new Dictionary <Fixture, FPVector2>(shapeCount + containedShapeCount);

            // Per shape max/min angles for now.
            FP[] vals     = new FP[shapeCount * 2];
            int  valIndex = 0;

            for (int i = 0; i < shapeCount; ++i)
            {
                PolygonShape ps;
                CircleShape  cs = shapes[i].Shape as CircleShape;
                if (cs != null)
                {
                    // We create a "diamond" approximation of the circle
                    Vertices  v   = new Vertices();
                    FPVector2 vec = FPVector2.zero + new FPVector2(cs.Radius, 0);
                    v.Add(vec);
                    vec = FPVector2.zero + new FPVector2(0, cs.Radius);
                    v.Add(vec);
                    vec = FPVector2.zero + new FPVector2(-cs.Radius, cs.Radius);
                    v.Add(vec);
                    vec = FPVector2.zero + new FPVector2(0, -cs.Radius);
                    v.Add(vec);
                    ps = new PolygonShape(v, 0);
                }
                else
                {
                    ps = shapes[i].Shape as PolygonShape;
                }

                if ((shapes[i].Body.BodyType == BodyType.Dynamic) && ps != null)
                {
                    FPVector2 toCentroid      = shapes[i].Body.GetWorldPoint(ps.MassData.Centroid) - pos;
                    FP        angleToCentroid = FP.Atan2(toCentroid.y, toCentroid.x);
                    FP        min             = FP.MaxValue;
                    FP        max             = FP.MinValue;
                    FP        minAbsolute     = 0.0f;
                    FP        maxAbsolute     = 0.0f;

                    for (int j = 0; j < ps.Vertices.Count; ++j)
                    {
                        FPVector2 toVertex = (shapes[i].Body.GetWorldPoint(ps.Vertices[j]) - pos);
                        FP        newAngle = FP.Atan2(toVertex.y, toVertex.x);
                        FP        diff     = (newAngle - angleToCentroid);

                        diff = (diff - FP.Pi) % (2 * FP.Pi);
                        // the minus pi is important. It means cutoff for going other direction is at 180 deg where it needs to be

                        if (diff < 0.0f)
                        {
                            diff += 2 * FP.Pi; // correction for not handling negs
                        }
                        diff -= FP.Pi;

                        if (FP.Abs(diff) > FP.Pi)
                        {
                            continue; // Something's wrong, point not in shape but exists angle diff > 180
                        }
                        if (diff > max)
                        {
                            max         = diff;
                            maxAbsolute = newAngle;
                        }
                        if (diff < min)
                        {
                            min         = diff;
                            minAbsolute = newAngle;
                        }
                    }

                    vals[valIndex] = minAbsolute;
                    ++valIndex;
                    vals[valIndex] = maxAbsolute;
                    ++valIndex;
                }
            }

            Array.Sort(vals, 0, valIndex, _rdc);
            _data.Clear();
            bool rayMissed = true;

            for (int i = 0; i < valIndex; ++i)
            {
                Fixture fixture = null;
                FP      midpt;

                int iplus = (i == valIndex - 1 ? 0 : i + 1);
                if (vals[i] == vals[iplus])
                {
                    continue;
                }

                if (i == valIndex - 1)
                {
                    // the single edgecase
                    midpt = (vals[0] + FP.PiTimes2 + vals[i]);
                }
                else
                {
                    midpt = (vals[i + 1] + vals[i]);
                }

                midpt = midpt / 2;

                FPVector2 p1 = pos;
                FPVector2 p2 = radius * new FPVector2(FP.Cos(midpt), FP.Sin(midpt)) + pos;

                // RaycastOne
                bool hitClosest = false;
                World.RayCast((f, p, n, fr) =>
                {
                    Body body = f.Body;

                    if (!IsActiveOn(body))
                    {
                        return(0);
                    }

                    hitClosest = true;
                    fixture    = f;
                    return(fr);
                }, p1, p2);

                //draws radius points
                if ((hitClosest) && (fixture.Body.BodyType == BodyType.Dynamic))
                {
                    if ((_data.Any()) && (_data.Last().Body == fixture.Body) && (!rayMissed))
                    {
                        int       laPos = _data.Count - 1;
                        ShapeData la    = _data[laPos];
                        la.Max       = vals[iplus];
                        _data[laPos] = la;
                    }
                    else
                    {
                        // make new
                        ShapeData d;
                        d.Body = fixture.Body;
                        d.Min  = vals[i];
                        d.Max  = vals[iplus];
                        _data.Add(d);
                    }

                    if ((_data.Count > 1) &&
                        (i == valIndex - 1) &&
                        (_data.Last().Body == _data.First().Body) &&
                        (_data.Last().Max == _data.First().Min))
                    {
                        ShapeData fi = _data[0];
                        fi.Min = _data.Last().Min;
                        _data.RemoveAt(_data.Count - 1);
                        _data[0] = fi;
                        while (_data.First().Min >= _data.First().Max)
                        {
                            fi.Min  -= FP.PiTimes2;
                            _data[0] = fi;
                        }
                    }

                    int       lastPos = _data.Count - 1;
                    ShapeData last    = _data[lastPos];
                    while ((_data.Count > 0) &&
                           (_data.Last().Min >= _data.Last().Max))    // just making sure min<max
                    {
                        last.Min       = _data.Last().Min - FP.PiTimes2;
                        _data[lastPos] = last;
                    }
                    rayMissed = false;
                }
                else
                {
                    rayMissed = true; // raycast did not find a shape
                }
            }

            for (int i = 0; i < _data.Count; ++i)
            {
                if (!IsActiveOn(_data[i].Body))
                {
                    continue;
                }

                FP arclen = _data[i].Max - _data[i].Min;

                FP  first        = FPMath.Min(MaxEdgeOffset, EdgeRatio * arclen);
                int insertedRays = FP.Ceiling((((arclen - 2.0f * first) - (MinRays - 1) * MaxAngle) / MaxAngle)).AsInt();

                if (insertedRays < 0)
                {
                    insertedRays = 0;
                }

                FP offset = (arclen - first * 2.0f) / ((FP)MinRays + insertedRays - 1);

                //Note: This loop can go into infinite as it operates on FPs.
                //Added FPEquals with a large epsilon.
                for (FP j = _data[i].Min + first;
                     j < _data[i].Max || MathUtils.FPEquals(j, _data[i].Max, 0.0001f);
                     j += offset)
                {
                    FPVector2 p1        = pos;
                    FPVector2 p2        = pos + radius * new FPVector2(FP.Cos(j), FP.Sin(j));
                    FPVector2 hitpoint  = FPVector2.zero;
                    FP        minlambda = FP.MaxValue;

                    List <Fixture> fl = _data[i].Body.FixtureList;
                    for (int x = 0; x < fl.Count; x++)
                    {
                        Fixture      f = fl[x];
                        RayCastInput ri;
                        ri.Point1      = p1;
                        ri.Point2      = p2;
                        ri.MaxFraction = 50f;

                        RayCastOutput ro;
                        if (f.RayCast(out ro, ref ri, 0))
                        {
                            if (minlambda > ro.Fraction)
                            {
                                minlambda = ro.Fraction;
                                hitpoint  = ro.Fraction * p2 + (1 - ro.Fraction) * p1;
                            }
                        }

                        // the force that is to be applied for this particular ray.
                        // offset is angular coverage. lambda*length of segment is distance.
                        FP impulse = (arclen / (MinRays + insertedRays)) * maxForce * 180.0f / FP.Pi * (1.0f - KBEngine.FPMath.Min(FP.One, minlambda));

                        // We Apply the impulse!!!
                        FPVector2 vectImp = FPVector2.Dot(impulse * new FPVector2(FP.Cos(j), FP.Sin(j)), -ro.Normal) * new FPVector2(FP.Cos(j), FP.Sin(j));
                        _data[i].Body.ApplyLinearImpulse(ref vectImp, ref hitpoint);

                        // We gather the fixtures for returning them
                        if (exploded.ContainsKey(f))
                        {
                            exploded[f] += vectImp;
                        }
                        else
                        {
                            exploded.Add(f, vectImp);
                        }

                        if (minlambda > 1.0f)
                        {
                            hitpoint = p2;
                        }
                    }
                }
            }

            // We check contained shapes
            for (int i = 0; i < containedShapeCount; ++i)
            {
                Fixture fix = containedShapes[i];

                if (!IsActiveOn(fix.Body))
                {
                    continue;
                }

                FP        impulse = MinRays * maxForce * 180.0f / FP.Pi;
                FPVector2 hitPoint;

                CircleShape circShape = fix.Shape as CircleShape;
                if (circShape != null)
                {
                    hitPoint = fix.Body.GetWorldPoint(circShape.Position);
                }
                else
                {
                    PolygonShape shape = fix.Shape as PolygonShape;
                    hitPoint = fix.Body.GetWorldPoint(shape.MassData.Centroid);
                }

                FPVector2 vectImp = impulse * (hitPoint - pos);

                fix.Body.ApplyLinearImpulse(ref vectImp, ref hitPoint);

                if (!exploded.ContainsKey(fix))
                {
                    exploded.Add(fix, vectImp);
                }
            }

            return(exploded);
        }
Beispiel #7
0
    public void ApplyForces(MoveInfo move)
    {
        if (freeze)
        {
            return;
        }

        controlScript.normalizedJumpArc = (Fix64)1 - ((verticalForce + verticalTotalForce) / (verticalTotalForce * 2));


        Fix64 appliedFriction = (moveDirection != 0 || controlScript.myInfo.physics.highMovingFriction) ?
                                UFE.config.selectedStage._groundFriction : controlScript.myInfo.physics._friction;


        if (move != null && move.ignoreFriction)
        {
            appliedFriction = 0;
        }

        if (controlScript.activePullIn != null)
        {
            worldTransform.position = FPVector.Lerp(worldTransform.position,
                                                    controlScript.activePullIn.position,
                                                    UFE.fixedDeltaTime * controlScript.activePullIn.speed);

            if (controlScript.activePullIn.forceStand && !IsGrounded())
            {
                ForceGrounded();
            }

            if (FPVector.Distance(controlScript.activePullIn.position, worldTransform.position) <= controlScript.activePullIn._targetDistance ||
                controlScript.currentSubState != SubStates.Stunned)
            {
                controlScript.activePullIn = null;
            }
        }
        else
        {
            if (!IsGrounded())
            {
                appliedFriction = 0;
                if (verticalForce == 0)
                {
                    verticalForce = -.1;
                }
            }

            if (horizontalForce != 0 && !isTakingOff)
            {
                if (horizontalForce > 0)
                {
                    horizontalForce -= appliedFriction * UFE.fixedDeltaTime;
                    horizontalForce  = FPMath.Max(0, horizontalForce);
                }
                else if (horizontalForce < 0)
                {
                    horizontalForce += appliedFriction * UFE.fixedDeltaTime;
                    horizontalForce  = FPMath.Min(0, horizontalForce);
                }

                Fix64 leftCameraBounds  = opWorldTransform.position.x - (UFE.config.cameraOptions._maxDistance / 2);
                Fix64 rightCameraBounds = opWorldTransform.position.x + (UFE.config.cameraOptions._maxDistance / 2);

                bool bouncingOnCamera = false;
                if (controlScript.currentHit != null &&
                    controlScript.currentHit.bounceOnCameraEdge &&
                    (worldTransform.position.x <= leftCameraBounds ||
                     worldTransform.position.x >= rightCameraBounds))
                {
                    bouncingOnCamera = true;
                }


                if (wallBounceTimes < UFE.config.wallBounceOptions._maximumBounces &&
                    controlScript.currentSubState == SubStates.Stunned &&
                    controlScript.currentState != PossibleStates.Down &&
                    UFE.config.wallBounceOptions.bounceForce != Sizes.None &&
                    FPMath.Abs(horizontalForce) >= UFE.config.wallBounceOptions._minimumBounceForce &&
                    (worldTransform.position.x <= UFE.config.selectedStage._leftBoundary ||
                     worldTransform.position.x >= UFE.config.selectedStage._rightBoundary || bouncingOnCamera) &&
                    controlScript.currentHit != null && controlScript.currentHit.wallBounce &&
                    !isWallBouncing)
                {
                    if (controlScript.currentHit.overrideForcesOnWallBounce)
                    {
                        if (controlScript.currentHit.resetWallBounceHorizontalPush)
                        {
                            horizontalForce = 0;
                        }
                        if (controlScript.currentHit.resetWallBounceVerticalPush)
                        {
                            verticalForce = 0;
                        }

                        Fix64 addedH = -controlScript.currentHit._wallBouncePushForce.x;
                        Fix64 addedV = controlScript.currentHit._wallBouncePushForce.y;

                        AddForce(new FPVector(addedH, addedV, 0), controlScript.mirror);
                    }
                    else
                    {
                        if (UFE.config.wallBounceOptions.bounceForce == Sizes.Small)
                        {
                            horizontalForce /= -1.4;
                        }
                        else if (UFE.config.wallBounceOptions.bounceForce == Sizes.Medium)
                        {
                            horizontalForce /= -1.2;
                        }
                        else if (UFE.config.wallBounceOptions.bounceForce == Sizes.High)
                        {
                            horizontalForce *= -1;
                        }
                    }

                    wallBounceTimes++;

                    if (verticalForce > 0 || !IsGrounded())
                    {
                        if (moveSetScript.basicMoves.airWallBounce.animMap[0].clip != null)
                        {
                            controlScript.currentHitAnimation = moveSetScript.basicMoves.airWallBounce.name;
                        }
                    }
                    else
                    {
                        if (controlScript.currentHit.knockOutOnWallBounce)
                        {
                            moveSetScript.PlayBasicMove(moveSetScript.basicMoves.standingWallBounceKnockdown);
                            controlScript.currentHitAnimation = moveSetScript.basicMoves.standingWallBounceKnockdown.name;
                        }
                        else
                        {
                            moveSetScript.PlayBasicMove(moveSetScript.basicMoves.standingWallBounce);
                            controlScript.currentHitAnimation = moveSetScript.basicMoves.standingWallBounce.name;
                        }
                    }

                    if (UFE.config.wallBounceOptions.bouncePrefab != null)
                    {
                        GameObject pTemp = UFE.SpawnGameObject(UFE.config.wallBounceOptions.bouncePrefab, transform.position, Quaternion.identity, Mathf.RoundToInt(UFE.config.wallBounceOptions.bounceKillTime * UFE.config.fps));
                        pTemp.transform.rotation = UFE.config.wallBounceOptions.bouncePrefab.transform.rotation;
                        if (UFE.config.wallBounceOptions.sticky)
                        {
                            pTemp.transform.parent = transform;
                        }
                        //pTemp.transform.localPosition = Vector3.zero;
                    }

                    if (UFE.config.wallBounceOptions.shakeCamOnBounce)
                    {
                        controlScript.shakeCameraDensity = UFE.config.wallBounceOptions._shakeDensity;
                    }

                    UFE.PlaySound(UFE.config.wallBounceOptions.bounceSound);
                    isWallBouncing = true;
                }

                worldTransform.Translate((horizontalForce * UFE.fixedDeltaTime), 0, 0);
            }

            if (move == null || (move != null && !move.ignoreGravity))
            {
                if ((verticalForce < 0 && !IsGrounded()) || verticalForce > 0)
                {
                    verticalForce -= appliedGravity * UFE.fixedDeltaTime;
                    worldTransform.Translate((moveDirection * UFE.fixedDeltaTime) * controlScript.myInfo.physics._jumpDistance, (verticalForce * UFE.fixedDeltaTime), 0);
                }
                else if (verticalForce < 0 &&
                         IsGrounded() &&
                         controlScript.currentSubState != SubStates.Stunned)
                {
                    verticalForce = 0;
                }
            }
        }

        Fix64 minDist = opWorldTransform.position.x - UFE.config.cameraOptions._maxDistance;
        Fix64 maxDist = opWorldTransform.position.x + UFE.config.cameraOptions._maxDistance;

        worldTransform.position = new FPVector(FPMath.Clamp(worldTransform.position.x, minDist, maxDist), worldTransform.position.y, worldTransform.position.z);

        worldTransform.position = new FPVector(
            FPMath.Clamp(worldTransform.position.x,
                         UFE.config.selectedStage._leftBoundary,
                         UFE.config.selectedStage._rightBoundary),
            FPMath.Max(worldTransform.position.y, UFE.config.selectedStage._groundHeight),
            worldTransform.position.z);

        if (controlScript.currentState == PossibleStates.Down)
        {
            return;
        }

        if (IsGrounded() && controlScript.currentState != PossibleStates.Down)
        {
            if (verticalTotalForce != 0)
            {
                if (groundBounceTimes < UFE.config.groundBounceOptions._maximumBounces &&
                    controlScript.currentSubState == SubStates.Stunned &&
                    UFE.config.groundBounceOptions.bounceForce != Sizes.None &&
                    verticalForce <= -UFE.config.groundBounceOptions._minimumBounceForce &&
                    controlScript.currentHit.groundBounce)
                {
                    if (controlScript.currentHit.overrideForcesOnGroundBounce)
                    {
                        if (controlScript.currentHit.resetGroundBounceHorizontalPush)
                        {
                            horizontalForce = 0;
                        }
                        if (controlScript.currentHit.resetGroundBounceVerticalPush)
                        {
                            verticalForce = 0;
                        }

                        Fix64 addedH = controlScript.currentHit._groundBouncePushForce.x;
                        Fix64 addedV = controlScript.currentHit._groundBouncePushForce.y;

                        AddForce(new FPVector(addedH, addedV, 0), controlScript.mirror);
                    }
                    else
                    {
                        if (UFE.config.groundBounceOptions.bounceForce == Sizes.Small)
                        {
                            AddForce(new FPVector(0, (-verticalForce / 2.4), 0), 1);
                        }
                        else if (UFE.config.groundBounceOptions.bounceForce == Sizes.Medium)
                        {
                            AddForce(new FPVector(0, (-verticalForce / 1.8), 0), 1);
                        }
                        else if (UFE.config.groundBounceOptions.bounceForce == Sizes.High)
                        {
                            AddForce(new FPVector(0, (-verticalForce / 1.2), 0), 1);
                        }
                    }

                    groundBounceTimes++;

                    if (!isGroundBouncing)
                    {
                        controlScript.stunTime += airTime + UFE.config.knockDownOptions.air._knockedOutTime;

                        if (moveSetScript.basicMoves.groundBounce.animMap[0].clip != null)
                        {
                            controlScript.currentHitAnimation = moveSetScript.basicMoves.groundBounce.name;
                            moveSetScript.PlayBasicMove(moveSetScript.basicMoves.groundBounce);
                        }

                        if (UFE.config.groundBounceOptions.bouncePrefab != null)
                        {
                            GameObject pTemp = UFE.SpawnGameObject(UFE.config.groundBounceOptions.bouncePrefab, transform.position, Quaternion.identity, Mathf.RoundToInt(UFE.config.groundBounceOptions.bounceKillTime * UFE.config.fps));
                            pTemp.transform.rotation = UFE.config.groundBounceOptions.bouncePrefab.transform.rotation;
                            if (UFE.config.groundBounceOptions.sticky)
                            {
                                pTemp.transform.parent = transform;
                            }
                            //pTemp.transform.localPosition = Vector3.zero;
                        }
                        if (UFE.config.groundBounceOptions.shakeCamOnBounce)
                        {
                            controlScript.shakeCameraDensity = UFE.config.groundBounceOptions._shakeDensity;
                        }
                        UFE.PlaySound(UFE.config.groundBounceOptions.bounceSound);
                        isGroundBouncing = true;
                    }
                    return;
                }
                verticalTotalForce          = 0;
                airTime                     = 0;
                moveSetScript.totalAirMoves = 0;
                currentAirJumps             = 0;

                BasicMoveInfo airAnimation  = null;
                string        downAnimation = "";

                isGroundBouncing  = false;
                groundBounceTimes = 0;

                Fix64 animationSpeed = 0;
                Fix64 delayTime      = 0;
                if (controlScript.currentMove != null && controlScript.currentMove.hitAnimationOverride)
                {
                    return;
                }
                if (controlScript.currentSubState == SubStates.Stunned)
                {
                    if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.airRecovery.name))
                    {
                        controlScript.stunTime     = 0;
                        controlScript.currentState = PossibleStates.Stand;
                    }
                    else
                    {
                        controlScript.stunTime = UFE.config.knockDownOptions.air._knockedOutTime + UFE.config.knockDownOptions.air._standUpTime;

                        // Hit Clips
                        if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.getHitKnockBack.name) &&
                            moveSetScript.basicMoves.getHitKnockBack.animMap[1].clip != null)
                        {
                            airAnimation  = moveSetScript.basicMoves.getHitKnockBack;
                            downAnimation = moveSetScript.GetAnimationString(airAnimation, 2);
                        }
                        else if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.getHitHighKnockdown.name) &&
                                 moveSetScript.basicMoves.getHitHighKnockdown.animMap[1].clip != null)
                        {
                            airAnimation           = moveSetScript.basicMoves.getHitHighKnockdown;
                            downAnimation          = moveSetScript.GetAnimationString(airAnimation, 2);
                            controlScript.stunTime = UFE.config.knockDownOptions.high._knockedOutTime + UFE.config.knockDownOptions.high._standUpTime;
                        }
                        else if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.getHitMidKnockdown.name) &&
                                 moveSetScript.basicMoves.getHitMidKnockdown.animMap[1].clip != null)
                        {
                            airAnimation           = moveSetScript.basicMoves.getHitMidKnockdown;
                            downAnimation          = moveSetScript.GetAnimationString(airAnimation, 2);
                            controlScript.stunTime = UFE.config.knockDownOptions.highLow._knockedOutTime + UFE.config.knockDownOptions.highLow._standUpTime;
                        }
                        else if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.getHitSweep.name) &&
                                 moveSetScript.basicMoves.getHitSweep.animMap[1].clip != null)
                        {
                            airAnimation           = moveSetScript.basicMoves.getHitSweep;
                            downAnimation          = moveSetScript.GetAnimationString(airAnimation, 2);
                            controlScript.stunTime = UFE.config.knockDownOptions.sweep._knockedOutTime + UFE.config.knockDownOptions.sweep._standUpTime;
                        }
                        else if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.getHitCrumple.name) &&
                                 moveSetScript.basicMoves.getHitCrumple.animMap[1].clip != null)
                        {
                            airAnimation  = moveSetScript.basicMoves.getHitCrumple;
                            downAnimation = moveSetScript.GetAnimationString(airAnimation, 2);

                            // Stage Clips
                        }
                        else if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.standingWallBounceKnockdown.name) &&
                                 moveSetScript.basicMoves.standingWallBounceKnockdown.animMap[1].clip != null)
                        {
                            airAnimation           = moveSetScript.basicMoves.standingWallBounceKnockdown;
                            downAnimation          = moveSetScript.GetAnimationString(airAnimation, 2);
                            controlScript.stunTime = UFE.config.knockDownOptions.wallbounce._knockedOutTime + UFE.config.knockDownOptions.wallbounce._standUpTime;
                        }
                        else if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.airWallBounce.name) &&
                                 moveSetScript.basicMoves.airWallBounce.animMap[1].clip != null)
                        {
                            airAnimation           = moveSetScript.basicMoves.airWallBounce;
                            downAnimation          = moveSetScript.GetAnimationString(airAnimation, 2);
                            controlScript.stunTime = UFE.config.knockDownOptions.wallbounce._knockedOutTime + UFE.config.knockDownOptions.wallbounce._standUpTime;

                            // Fall Clips
                        }
                        else if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.fallingFromAirHit.name) &&
                                 moveSetScript.basicMoves.fallingFromAirHit.animMap[1].clip != null)
                        {
                            airAnimation  = moveSetScript.basicMoves.fallingFromAirHit;
                            downAnimation = moveSetScript.GetAnimationString(airAnimation, 2);
                        }
                        else if (moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.fallingFromGroundBounce.name) &&
                                 moveSetScript.basicMoves.fallingFromGroundBounce.animMap[1].clip != null)
                        {
                            airAnimation  = moveSetScript.basicMoves.fallingFromGroundBounce;
                            downAnimation = moveSetScript.GetAnimationString(airAnimation, 2);
                        }
                        else
                        {
                            if (moveSetScript.basicMoves.fallDown.animMap[0].clip == null)
                            {
                                Debug.LogError("Fall Down From Air Hit animation not found! Make sure you have it set on Character -> Basic Moves -> Fall Down From Air Hit");
                            }

                            airAnimation  = moveSetScript.basicMoves.fallDown;
                            downAnimation = moveSetScript.GetAnimationString(airAnimation, 1);
                        }

                        controlScript.currentState = PossibleStates.Down;
                    }
                }
                else if (controlScript.currentState != PossibleStates.Stand)
                {
                    if (moveSetScript.basicMoves.landing.animMap[0].clip != null &&
                        (controlScript.currentMove == null ||
                         (controlScript.currentMove != null && controlScript.currentMove.cancelMoveWheLanding)))
                    {
                        controlScript.isAirRecovering = false;
                        airAnimation  = moveSetScript.basicMoves.landing;
                        moveDirection = 0;
                        isLanding     = true;
                        controlScript.KillCurrentMove();
                        delayTime = (Fix64)controlScript.myInfo.physics.landingDelay / (Fix64)UFE.config.fps;
                        UFE.DelaySynchronizedAction(ResetLanding, delayTime);

                        if (airAnimation.autoSpeed)
                        {
                            animationSpeed = moveSetScript.GetAnimationLength(airAnimation.name) / delayTime;
                        }
                    }

                    if (controlScript.currentState != PossibleStates.Crouch)
                    {
                        controlScript.currentState = PossibleStates.Stand;
                    }
                }

                if (airAnimation != null)
                {
                    if (downAnimation != "")
                    {
                        moveSetScript.PlayBasicMove(airAnimation, downAnimation);
                    }
                    else
                    {
                        moveSetScript.PlayBasicMove(airAnimation);
                    }

                    if (animationSpeed != 0)
                    {
                        moveSetScript.SetAnimationSpeed(airAnimation.name, animationSpeed);
                    }
                }
            }

            if (controlScript.currentSubState != SubStates.Stunned &&
                !controlScript.isBlocking && !controlScript.blockStunned &&
                move == null &&
                !isTakingOff &&
                !isLanding &&
                controlScript.currentState == PossibleStates.Stand)
            {
                if (moveDirection > 0 && controlScript.mirror == -1 ||
                    moveDirection < 0 && controlScript.mirror == 1)
                {
                    if (moveSetScript.basicMoves.moveForward.animMap[0].clip == null)
                    {
                        Debug.LogError("Move Forward animation not found! Make sure you have it set on Character -> Basic Moves -> Move Forward");
                    }
                    if (!moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.moveForward.name))
                    {
                        moveSetScript.PlayBasicMove(moveSetScript.basicMoves.moveForward);
                    }
                }
                else if (moveDirection > 0 && controlScript.mirror == 1 ||
                         moveDirection < 0 && controlScript.mirror == -1)
                {
                    if (moveSetScript.basicMoves.moveBack.animMap[0].clip == null)
                    {
                        Debug.LogError("Move Back animation not found! Make sure you have it set on Character -> Basic Moves -> Move Back");
                    }
                    if (!moveSetScript.IsAnimationPlaying(moveSetScript.basicMoves.moveBack.name))
                    {
                        moveSetScript.PlayBasicMove(moveSetScript.basicMoves.moveBack);
                    }
                }
            }
        }
        else if (verticalForce > 0 || !IsGrounded())
        {
            if (move != null && controlScript.currentState == PossibleStates.Stand)
            {
                controlScript.currentState = PossibleStates.NeutralJump;
            }
            if (move == null && verticalForce / verticalTotalForce > 0 && verticalForce / verticalTotalForce <= 1)
            {
                if (isGroundBouncing)
                {
                    return;
                }

                if (moveDirection == 0)
                {
                    controlScript.currentState = PossibleStates.NeutralJump;
                }
                else
                {
                    if (moveDirection > 0 && controlScript.mirror == -1 ||
                        moveDirection < 0 && controlScript.mirror == 1)
                    {
                        controlScript.currentState = PossibleStates.ForwardJump;
                    }

                    if (moveDirection > 0 && controlScript.mirror == 1 ||
                        moveDirection < 0 && controlScript.mirror == -1)
                    {
                        controlScript.currentState = PossibleStates.BackJump;
                    }
                }

                BasicMoveInfo airAnimation = moveSetScript.basicMoves.jumpStraight;
                if (controlScript.currentSubState == SubStates.Stunned)
                {
                    if (isWallBouncing && moveSetScript.basicMoves.airWallBounce.animMap[0].clip != null)
                    {
                        airAnimation = moveSetScript.basicMoves.airWallBounce;
                    }
                    else if (moveSetScript.basicMoves.getHitKnockBack.animMap[0].clip != null &&
                             FPMath.Abs(horizontalForce) > UFE.config.comboOptions._knockBackMinForce &&
                             UFE.config.comboOptions._knockBackMinForce > 0)
                    {
                        airAnimation = moveSetScript.basicMoves.getHitKnockBack;
                        airTime     *= (Fix64)2;
                    }
                    else
                    {
                        if (moveSetScript.basicMoves.getHitAir.animMap[0].clip == null)
                        {
                            Debug.LogError("Get Hit Air animation not found! Make sure you have it set on Character -> Basic Moves -> Get Hit Air");
                        }

                        airAnimation = moveSetScript.basicMoves.getHitAir;
                    }
                    if (overrideStunAnimation != null)
                    {
                        airAnimation = overrideStunAnimation;
                    }
                }
                else if (controlScript.isAirRecovering &&
                         (moveSetScript.basicMoves.airRecovery.animMap[0].clip != null))
                {
                    airAnimation = moveSetScript.basicMoves.airRecovery;
                }
                else
                {
                    if (moveSetScript.basicMoves.jumpForward.animMap[0].clip != null && controlScript.currentState == PossibleStates.ForwardJump)
                    {
                        airAnimation = moveSetScript.basicMoves.jumpForward;
                    }
                    else if (moveSetScript.basicMoves.jumpBack.animMap[0].clip != null && controlScript.currentState == PossibleStates.BackJump)
                    {
                        airAnimation = moveSetScript.basicMoves.jumpBack;
                    }
                    else
                    {
                        if (moveSetScript.basicMoves.jumpStraight.animMap[0].clip == null)
                        {
                            Debug.LogError("Jump animation not found! Make sure you have it set on Character -> Basic Moves -> Jump Straight");
                        }

                        airAnimation = moveSetScript.basicMoves.jumpStraight;
                    }
                }

                if (!overrideAirAnimation && !moveSetScript.IsAnimationPlaying(airAnimation.name))
                {
                    moveSetScript.PlayBasicMove(airAnimation);

                    if (airAnimation.autoSpeed)
                    {
                        moveSetScript.SetAnimationNormalizedSpeed(airAnimation.name, (moveSetScript.GetAnimationLength(airAnimation.name) / airTime));
                    }
                }
            }
            else if (move == null && verticalForce / verticalTotalForce <= 0)
            {
                BasicMoveInfo airAnimation = moveSetScript.basicMoves.fallStraight;
                if (isGroundBouncing && moveSetScript.basicMoves.fallingFromGroundBounce.animMap[0].clip != null)
                {
                    airAnimation = moveSetScript.basicMoves.fallingFromGroundBounce;
                }
                else if (isWallBouncing && moveSetScript.basicMoves.airWallBounce.animMap[0].clip != null)
                {
                    airAnimation = moveSetScript.basicMoves.airWallBounce;
                }
                else
                {
                    if (controlScript.currentSubState == SubStates.Stunned)
                    {
                        if (moveSetScript.basicMoves.getHitKnockBack.animMap[0].clip != null &&
                            FPMath.Abs(horizontalForce) > UFE.config.comboOptions._knockBackMinForce &&
                            UFE.config.comboOptions._knockBackMinForce > 0)
                        {
                            airAnimation = moveSetScript.basicMoves.getHitKnockBack;
                        }
                        else
                        {
                            airAnimation = moveSetScript.basicMoves.getHitAir;
                            if (moveSetScript.basicMoves.fallingFromAirHit.animMap[0].clip != null)
                            {
                                airAnimation = moveSetScript.basicMoves.fallingFromAirHit;
                            }
                            else if (moveSetScript.basicMoves.getHitAir.animMap[0].clip == null)
                            {
                                Debug.LogError("Air Juggle animation not found! Make sure you have it set on Character -> Basic Moves -> Air Juggle");
                            }
                        }
                        if (overrideStunAnimation != null)
                        {
                            airAnimation = overrideStunAnimation;
                        }
                    }
                    else if (controlScript.isAirRecovering &&
                             (moveSetScript.basicMoves.airRecovery.animMap[0].clip != null))
                    {
                        airAnimation = moveSetScript.basicMoves.airRecovery;
                    }
                    else
                    {
                        if (moveSetScript.basicMoves.fallForward.animMap[0].clip != null && controlScript.currentState == PossibleStates.ForwardJump)
                        {
                            airAnimation = moveSetScript.basicMoves.fallForward;
                        }
                        else if (moveSetScript.basicMoves.fallBack.animMap[0].clip != null && controlScript.currentState == PossibleStates.BackJump)
                        {
                            airAnimation = moveSetScript.basicMoves.fallBack;
                        }
                        else
                        {
                            if (moveSetScript.basicMoves.fallStraight.animMap[0].clip == null)
                            {
                                Debug.LogError("Fall animation not found! Make sure you have it set on Character -> Basic Moves -> Fall Straight");
                            }

                            airAnimation = moveSetScript.basicMoves.fallStraight;
                        }
                    }
                }

                if (!overrideAirAnimation && !moveSetScript.IsAnimationPlaying(airAnimation.name))
                {
                    moveSetScript.PlayBasicMove(airAnimation);

                    if (airAnimation.autoSpeed)
                    {
                        moveSetScript.SetAnimationNormalizedSpeed(airAnimation.name, (moveSetScript.GetAnimationLength(airAnimation.name) / airTime));
                    }
                }
            }
        }
        if (horizontalForce == 0 && verticalForce == 0)
        {
            moveDirection = 0;
        }
    }