public static void CalculateImpactPoints(
            MotionMatchingData data,
            MotionMatchingContact[] contactPoints,
            PreparingDataPlayableGraph playableGraph,
            GameObject gameObject
            )
        {
            // Normalizacja kierunków kontaktów
            for (int i = 0; i < data.contactPoints.Count; i++)
            {
                MotionMatchingContact cp = data.contactPoints[i];
                cp.contactNormal      = math.normalize(cp.contactNormal);
                data.contactPoints[i] = cp;
            }

            // Pobrani początkowych wartości game objectu
            Vector3    startPos = gameObject.transform.position;
            Quaternion startRot = gameObject.transform.rotation;


            float     deltaTime = data.frameTime;
            Matrix4x4 frameMatrix;


            NeedValueToCalculateData[] recordedData = new NeedValueToCalculateData[data.numberOfFrames];
            Vector3[] cpPos      = new Vector3[contactPoints.Length];
            Vector3[] cpNormals  = new Vector3[contactPoints.Length];
            Vector3[] cpForwards = new Vector3[contactPoints.Length];

            if (playableGraph != null)
            {
                playableGraph.Destroy();
            }

            playableGraph = new PreparingDataPlayableGraph();
            playableGraph.Initialize(gameObject);

            playableGraph.CreateAnimationDataPlayables(data);


            // RecordingData
            float currentTime       = 0f;
            float currentDeltaTime  = deltaTime;
            int   contactPointIndex = 0;

            for (int i = 0; i < data.numberOfFrames; i++)
            {
                recordedData[i] = new NeedValueToCalculateData(
                    gameObject.transform.position,
                    gameObject.transform.forward,
                    gameObject.transform.rotation
                    );

                currentTime += deltaTime;
                if (contactPointIndex < contactPoints.Length && currentTime >= contactPoints[contactPointIndex].startTime)
                {
                    float buforDeltaTime = currentTime - contactPoints[contactPointIndex].startTime;
                    currentDeltaTime = deltaTime - buforDeltaTime;

                    playableGraph.EvaluateMotionMatchgData(data, currentDeltaTime);

                    cpPos[contactPointIndex]      = gameObject.transform.TransformPoint(contactPoints[contactPointIndex].position);
                    cpNormals[contactPointIndex]  = gameObject.transform.TransformDirection(contactPoints[contactPointIndex].contactNormal);
                    cpForwards[contactPointIndex] = gameObject.transform.forward;
                    contactPointIndex++;

                    playableGraph.EvaluateMotionMatchgData(data, buforDeltaTime);

                    currentDeltaTime = deltaTime;
                }
                else
                {
                    playableGraph.EvaluateMotionMatchgData(data, currentDeltaTime);
                }
            }

            // calcualationData
            for (int i = 0; i < data.numberOfFrames; i++)
            {
                frameMatrix = Matrix4x4.TRS(
                    recordedData[i].position,
                    recordedData[i].rotation,
                    Vector3.one
                    );

                FrameData currentFrame = data.frames[i];

                for (int impactIndex = 0; impactIndex < data.contactPoints.Count; impactIndex++)
                {
                    if (data.contactPoints[impactIndex].IsContactInTime(currentFrame.localTime))
                    {
                        currentFrame.contactPoints = new FrameContact[1];
                        Vector3      pos    = frameMatrix.inverse.MultiplyPoint3x4(cpPos[impactIndex]);
                        Vector3      norDir = frameMatrix.inverse.MultiplyVector(cpNormals[impactIndex]);
                        Vector3      forw   = frameMatrix.inverse.MultiplyVector(cpForwards[impactIndex]);
                        FrameContact cp     = new FrameContact(
                            pos,
                            norDir
                            //forw
                            );
                        currentFrame.contactPoints[0] = cp;
                        break;
                    }
                    else
                    {
                        currentFrame.contactPoints = new FrameContact[0];
                    }
                }
                if (data.contactPoints.Count == 0)
                {
                    currentFrame.contactPoints = new FrameContact[0];
                }
                data.frames[i] = currentFrame;
            }

            gameObject.transform.position = startPos;
            gameObject.transform.rotation = startRot;

            //if (data.contactPoints.Count >= 2)
            //{
            //    Vector3 firstPoint = data.GetContactPoint(0, data.contactPoints[0].startTime).position;
            //    Vector3 secondPoint = data.GetContactPoint(1, data.contactPoints[0].startTime).position;

            //    Vector3 dir = secondPoint - firstPoint;
            //    dir.y = 0;
            //    data.fromFirstToSecondContactRot = Quaternion.FromToRotation(dir, Vector3.forward);
            //}
            //else
            //{
            //    data.fromFirstToSecondContactRot = Quaternion.identity;
            //}

            playableGraph.ClearMainMixerInput();
            playableGraph.Destroy();
        }
        public static void CalculateContactPoints(
            MotionMatchingData data,
            MotionMatchingContact[] contactPoints,
            PreparingDataPlayableGraph playableGraph,
            GameObject gameObject
            )
        {
            for (int i = 0; i < data.contactPoints.Count; i++)
            {
                MotionMatchingContact cp = data.contactPoints[i];
                cp.contactNormal      = math.normalize(cp.contactNormal);
                data.contactPoints[i] = cp;
            }

            Vector3    startPos  = gameObject.transform.position;
            Quaternion startRot  = gameObject.transform.rotation;
            float      deltaTime = data.frameTime;
            Matrix4x4  frameMatrix;

            NeedValueToCalculateData[] recordedData = new NeedValueToCalculateData[data.numberOfFrames];
            Vector3[] cpPos      = new Vector3[contactPoints.Length];
            Vector3[] cpNormals  = new Vector3[contactPoints.Length];
            Vector3[] cpForwards = new Vector3[contactPoints.Length];

            if (playableGraph != null)
            {
                playableGraph.Destroy();
            }

            playableGraph = new PreparingDataPlayableGraph();
            playableGraph.Initialize(gameObject);

            playableGraph.CreateAnimationDataPlayables(data);


            // RecordingData
            float currentTime       = 0f;
            float currentDeltaTime  = deltaTime;
            int   contactPointIndex = 0;

            for (int i = 0; i < data.numberOfFrames; i++)
            {
                recordedData[i] = new NeedValueToCalculateData(
                    gameObject.transform.position,
                    gameObject.transform.forward,
                    gameObject.transform.rotation
                    );

                currentTime += deltaTime;
                if (contactPointIndex < contactPoints.Length && currentTime >= contactPoints[contactPointIndex].startTime)
                {
                    float buforDeltaTime = currentTime - contactPoints[contactPointIndex].startTime;
                    currentDeltaTime = deltaTime - buforDeltaTime;

                    playableGraph.EvaluateMotionMatchgData(data, currentDeltaTime);

                    cpPos[contactPointIndex]      = gameObject.transform.TransformPoint(contactPoints[contactPointIndex].position);
                    cpNormals[contactPointIndex]  = gameObject.transform.TransformDirection(contactPoints[contactPointIndex].contactNormal);
                    cpForwards[contactPointIndex] = gameObject.transform.forward;
                    contactPointIndex++;

                    playableGraph.EvaluateMotionMatchgData(data, buforDeltaTime);

                    currentDeltaTime = deltaTime;
                }
                else
                {
                    playableGraph.EvaluateMotionMatchgData(data, currentDeltaTime);
                }
            }

            // calcualationData
            for (int i = 0; i < data.numberOfFrames; i++)
            {
                frameMatrix = Matrix4x4.TRS(
                    recordedData[i].position,
                    recordedData[i].rotation,
                    Vector3.one
                    );

                FrameData currentFrame = data.frames[i];

                currentFrame.contactPoints = new FrameContact[cpPos.Length];
                for (int j = 0; j < cpPos.Length; j++)
                {
                    Vector3      pos    = frameMatrix.inverse.MultiplyPoint3x4(cpPos[j]);
                    Vector3      norDir = frameMatrix.inverse.MultiplyVector(cpNormals[j]);
                    Vector3      forw   = frameMatrix.inverse.MultiplyVector(cpForwards[j]);
                    FrameContact cp     = new FrameContact(
                        pos,
                        norDir
                        //forw
                        );
                    currentFrame.contactPoints[j] = cp;
                }

                data.frames[i] = currentFrame;
            }

            gameObject.transform.position = startPos;
            gameObject.transform.rotation = startRot;

            if (data.contactPoints.Count >= 2)
            {
                for (int i = 0; i < contactPoints.Length - 1; i++)
                {
                    Vector3 firstPoint  = data.GetContactPointInTime(i, data.contactPoints[i].startTime).position;
                    Vector3 secondPoint = data.GetContactPointInTime(i + 1, data.contactPoints[i].startTime).position;

                    Vector3 dir = secondPoint - firstPoint;
                    dir.y = 0;

                    MotionMatchingContact c = data.contactPoints[i];
                    c.rotationFromForwardToNextContactDir = Quaternion.FromToRotation(dir, Vector3.forward);
                    data.contactPoints[i] = c;
                }
            }

            if (data.contactPoints.Count >= 2)
            {
                Vector3 firstPoint  = data.GetContactPointInTime(0, data.contactPoints[0].startTime).position;
                Vector3 secondPoint = data.GetContactPointInTime(1, data.contactPoints[0].startTime).position;

                Vector3 dir = secondPoint - firstPoint;
                dir.y = 0;
                data.fromFirstToSecondContactRot = Quaternion.FromToRotation(
                    Vector3.ProjectOnPlane(dir, Vector3.up),
                    Vector3.forward
                    );
            }
            else
            {
                data.fromFirstToSecondContactRot = Quaternion.identity;
            }

            playableGraph.ClearMainMixerInput();
            playableGraph.Destroy();
        }