/// <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); }
public FP?IntersectsWithRay(FPVector2 origin, FPVector2 direction) { FP largestDistance = FPMath.Max(A.Position.x - origin.x, B.Position.x - origin.x) * 2f; LineSegment raySegment = new LineSegment(new Vertex(origin, 0), new Vertex(origin + (direction * largestDistance), 0)); FPVector2?intersection = FindIntersection(this, raySegment); FP? value = null; if (intersection != null) { value = FPVector2.Distance(origin, intersection.Value); } return(value); }
/// <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); } }
/// <summary> /// Hull making. /// </summary> /// <remarks>Based/Completely from http://www.xbdev.net/physics/MinkowskiDifference/index.php /// I don't (100%) see why this should always work. /// </remarks> /// <param name="triangleList"></param> /// <param name="generationThreshold"></param> public virtual void MakeHull(ref List <FPVector> triangleList, int generationThreshold) { FP distanceThreshold = FP.Zero; if (generationThreshold < 0) { generationThreshold = 4; } Stack <ClipTriangle> activeTriList = new Stack <ClipTriangle>(); FPVector[] v = new FPVector[] // 6 Array { new FPVector(-1, 0, 0), new FPVector(1, 0, 0), new FPVector(0, -1, 0), new FPVector(0, 1, 0), new FPVector(0, 0, -1), new FPVector(0, 0, 1), }; int[,] kTriangleVerts = new int[8, 3] // 8 x 3 Array { { 5, 1, 3 }, { 4, 3, 1 }, { 3, 4, 0 }, { 0, 5, 3 }, { 5, 2, 1 }, { 4, 1, 2 }, { 2, 0, 4 }, { 0, 2, 5 } }; for (int i = 0; i < 8; i++) { ClipTriangle tri = new ClipTriangle(); tri.n1 = v[kTriangleVerts[i, 0]]; tri.n2 = v[kTriangleVerts[i, 1]]; tri.n3 = v[kTriangleVerts[i, 2]]; tri.generation = 0; activeTriList.Push(tri); } // surfaceTriList while (activeTriList.Count > 0) { ClipTriangle tri = activeTriList.Pop(); FPVector p1; SupportMapping(ref tri.n1, out p1); FPVector p2; SupportMapping(ref tri.n2, out p2); FPVector p3; SupportMapping(ref tri.n3, out p3); FP d1 = (p2 - p1).sqrMagnitude; FP d2 = (p3 - p2).sqrMagnitude; FP d3 = (p1 - p3).sqrMagnitude; if (FPMath.Max(FPMath.Max(d1, d2), d3) > distanceThreshold && tri.generation < generationThreshold) { ClipTriangle tri1 = new ClipTriangle(); ClipTriangle tri2 = new ClipTriangle(); ClipTriangle tri3 = new ClipTriangle(); ClipTriangle tri4 = new ClipTriangle(); tri1.generation = tri.generation + 1; tri2.generation = tri.generation + 1; tri3.generation = tri.generation + 1; tri4.generation = tri.generation + 1; tri1.n1 = tri.n1; tri2.n2 = tri.n2; tri3.n3 = tri.n3; FPVector n = FP.Half * (tri.n1 + tri.n2); n.Normalize(); tri1.n2 = n; tri2.n1 = n; tri4.n3 = n; n = FP.Half * (tri.n2 + tri.n3); n.Normalize(); tri2.n3 = n; tri3.n2 = n; tri4.n1 = n; n = FP.Half * (tri.n3 + tri.n1); n.Normalize(); tri1.n3 = n; tri3.n1 = n; tri4.n2 = n; activeTriList.Push(tri1); activeTriList.Push(tri2); activeTriList.Push(tri3); activeTriList.Push(tri4); } else { if (((p3 - p1) % (p2 - p1)).sqrMagnitude > FPMath.Epsilon) { triangleList.Add(p1); triangleList.Add(p2); triangleList.Add(p3); } } } }
/// <summary> /// PrepareForIteration has to be called before <see cref="Iterate"/>. /// </summary> /// <param name="timestep">The timestep of the simulation.</param> public void PrepareForIteration(FP timestep) { FP dvx, dvy, dvz; dvx = (body2.angularVelocity.y * relativePos2.z) - (body2.angularVelocity.z * relativePos2.y) + body2.linearVelocity.x; dvy = (body2.angularVelocity.z * relativePos2.x) - (body2.angularVelocity.x * relativePos2.z) + body2.linearVelocity.y; dvz = (body2.angularVelocity.x * relativePos2.y) - (body2.angularVelocity.y * relativePos2.x) + body2.linearVelocity.z; dvx = dvx - (body1.angularVelocity.y * relativePos1.z) + (body1.angularVelocity.z * relativePos1.y) - body1.linearVelocity.x; dvy = dvy - (body1.angularVelocity.z * relativePos1.x) + (body1.angularVelocity.x * relativePos1.z) - body1.linearVelocity.y; dvz = dvz - (body1.angularVelocity.x * relativePos1.y) + (body1.angularVelocity.y * relativePos1.x) - body1.linearVelocity.z; FP kNormal = FP.Zero; FPVector rantra = FPVector.zero; if (!treatBody1AsStatic) { kNormal += body1.inverseMass; if (!body1IsMassPoint) { // JVector.Cross(ref relativePos1, ref normal, out rantra); rantra.x = (relativePos1.y * normal.z) - (relativePos1.z * normal.y); rantra.y = (relativePos1.z * normal.x) - (relativePos1.x * normal.z); rantra.z = (relativePos1.x * normal.y) - (relativePos1.y * normal.x); // JVector.Transform(ref rantra, ref body1.invInertiaWorld, out rantra); FP num0 = ((rantra.x * body1.invInertiaWorld.M11) + (rantra.y * body1.invInertiaWorld.M21)) + (rantra.z * body1.invInertiaWorld.M31); FP num1 = ((rantra.x * body1.invInertiaWorld.M12) + (rantra.y * body1.invInertiaWorld.M22)) + (rantra.z * body1.invInertiaWorld.M32); FP num2 = ((rantra.x * body1.invInertiaWorld.M13) + (rantra.y * body1.invInertiaWorld.M23)) + (rantra.z * body1.invInertiaWorld.M33); rantra.x = num0; rantra.y = num1; rantra.z = num2; //JVector.Cross(ref rantra, ref relativePos1, out rantra); num0 = (rantra.y * relativePos1.z) - (rantra.z * relativePos1.y); num1 = (rantra.z * relativePos1.x) - (rantra.x * relativePos1.z); num2 = (rantra.x * relativePos1.y) - (rantra.y * relativePos1.x); rantra.x = num0; rantra.y = num1; rantra.z = num2; } } FPVector rbntrb = FPVector.zero; if (!treatBody2AsStatic) { kNormal += body2.inverseMass; if (!body2IsMassPoint) { // JVector.Cross(ref relativePos1, ref normal, out rantra); rbntrb.x = (relativePos2.y * normal.z) - (relativePos2.z * normal.y); rbntrb.y = (relativePos2.z * normal.x) - (relativePos2.x * normal.z); rbntrb.z = (relativePos2.x * normal.y) - (relativePos2.y * normal.x); // JVector.Transform(ref rantra, ref body1.invInertiaWorld, out rantra); FP num0 = ((rbntrb.x * body2.invInertiaWorld.M11) + (rbntrb.y * body2.invInertiaWorld.M21)) + (rbntrb.z * body2.invInertiaWorld.M31); FP num1 = ((rbntrb.x * body2.invInertiaWorld.M12) + (rbntrb.y * body2.invInertiaWorld.M22)) + (rbntrb.z * body2.invInertiaWorld.M32); FP num2 = ((rbntrb.x * body2.invInertiaWorld.M13) + (rbntrb.y * body2.invInertiaWorld.M23)) + (rbntrb.z * body2.invInertiaWorld.M33); rbntrb.x = num0; rbntrb.y = num1; rbntrb.z = num2; //JVector.Cross(ref rantra, ref relativePos1, out rantra); num0 = (rbntrb.y * relativePos2.z) - (rbntrb.z * relativePos2.y); num1 = (rbntrb.z * relativePos2.x) - (rbntrb.x * relativePos2.z); num2 = (rbntrb.x * relativePos2.y) - (rbntrb.y * relativePos2.x); rbntrb.x = num0; rbntrb.y = num1; rbntrb.z = num2; } } if (!treatBody1AsStatic) { kNormal += rantra.x * normal.x + rantra.y * normal.y + rantra.z * normal.z; } if (!treatBody2AsStatic) { kNormal += rbntrb.x * normal.x + rbntrb.y * normal.y + rbntrb.z * normal.z; } massNormal = FP.One / kNormal; FP num = dvx * normal.x + dvy * normal.y + dvz * normal.z; tangent.x = dvx - normal.x * num; tangent.y = dvy - normal.y * num; tangent.z = dvz - normal.z * num; num = tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z; if (num != FP.Zero) { num = FP.Sqrt(num); tangent.x /= num; tangent.y /= num; tangent.z /= num; } FP kTangent = FP.Zero; if (treatBody1AsStatic) { rantra.MakeZero(); } else { kTangent += body1.inverseMass; if (!body1IsMassPoint) { // JVector.Cross(ref relativePos1, ref normal, out rantra); rantra.x = (relativePos1.y * tangent.z) - (relativePos1.z * tangent.y); rantra.y = (relativePos1.z * tangent.x) - (relativePos1.x * tangent.z); rantra.z = (relativePos1.x * tangent.y) - (relativePos1.y * tangent.x); // JVector.Transform(ref rantra, ref body1.invInertiaWorld, out rantra); FP num0 = ((rantra.x * body1.invInertiaWorld.M11) + (rantra.y * body1.invInertiaWorld.M21)) + (rantra.z * body1.invInertiaWorld.M31); FP num1 = ((rantra.x * body1.invInertiaWorld.M12) + (rantra.y * body1.invInertiaWorld.M22)) + (rantra.z * body1.invInertiaWorld.M32); FP num2 = ((rantra.x * body1.invInertiaWorld.M13) + (rantra.y * body1.invInertiaWorld.M23)) + (rantra.z * body1.invInertiaWorld.M33); rantra.x = num0; rantra.y = num1; rantra.z = num2; //JVector.Cross(ref rantra, ref relativePos1, out rantra); num0 = (rantra.y * relativePos1.z) - (rantra.z * relativePos1.y); num1 = (rantra.z * relativePos1.x) - (rantra.x * relativePos1.z); num2 = (rantra.x * relativePos1.y) - (rantra.y * relativePos1.x); rantra.x = num0; rantra.y = num1; rantra.z = num2; } } if (treatBody2AsStatic) { rbntrb.MakeZero(); } else { kTangent += body2.inverseMass; if (!body2IsMassPoint) { // JVector.Cross(ref relativePos1, ref normal, out rantra); rbntrb.x = (relativePos2.y * tangent.z) - (relativePos2.z * tangent.y); rbntrb.y = (relativePos2.z * tangent.x) - (relativePos2.x * tangent.z); rbntrb.z = (relativePos2.x * tangent.y) - (relativePos2.y * tangent.x); // JVector.Transform(ref rantra, ref body1.invInertiaWorld, out rantra); FP num0 = ((rbntrb.x * body2.invInertiaWorld.M11) + (rbntrb.y * body2.invInertiaWorld.M21)) + (rbntrb.z * body2.invInertiaWorld.M31); FP num1 = ((rbntrb.x * body2.invInertiaWorld.M12) + (rbntrb.y * body2.invInertiaWorld.M22)) + (rbntrb.z * body2.invInertiaWorld.M32); FP num2 = ((rbntrb.x * body2.invInertiaWorld.M13) + (rbntrb.y * body2.invInertiaWorld.M23)) + (rbntrb.z * body2.invInertiaWorld.M33); rbntrb.x = num0; rbntrb.y = num1; rbntrb.z = num2; //JVector.Cross(ref rantra, ref relativePos1, out rantra); num0 = (rbntrb.y * relativePos2.z) - (rbntrb.z * relativePos2.y); num1 = (rbntrb.z * relativePos2.x) - (rbntrb.x * relativePos2.z); num2 = (rbntrb.x * relativePos2.y) - (rbntrb.y * relativePos2.x); rbntrb.x = num0; rbntrb.y = num1; rbntrb.z = num2; } } if (!treatBody1AsStatic) { kTangent += FPVector.Dot(ref rantra, ref tangent); } if (!treatBody2AsStatic) { kTangent += FPVector.Dot(ref rbntrb, ref tangent); } massTangent = FP.One / kTangent; restitutionBias = lostSpeculativeBounce; speculativeVelocity = FP.Zero; FP relNormalVel = normal.x * dvx + normal.y * dvy + normal.z * dvz; //JVector.Dot(ref normal, ref dv); if (Penetration > settings.allowedPenetration) { restitutionBias = settings.bias * (FP.One / timestep) * FPMath.Max(FP.Zero, Penetration - settings.allowedPenetration); restitutionBias = FPMath.Clamp(restitutionBias, FP.Zero, settings.maximumBias); // body1IsMassPoint = body2IsMassPoint = false; } FP timeStepRatio = timestep / lastTimeStep; accumulatedNormalImpulse *= timeStepRatio; accumulatedTangentImpulse *= timeStepRatio; { // Static/Dynamic friction FP relTangentVel = -(tangent.x * dvx + tangent.y * dvy + tangent.z * dvz); FP tangentImpulse = massTangent * relTangentVel; FP maxTangentImpulse = -staticFriction * accumulatedNormalImpulse; if (tangentImpulse < maxTangentImpulse) { friction = dynamicFriction; } else { friction = staticFriction; } } FPVector impulse; // Simultaneos solving and restitution is simply not possible // so fake it a bit by just applying restitution impulse when there // is a new contact. /*if (relNormalVel < -FP.One && newContact) * { * restitutionBias = TSMath.Max(-restitution * relNormalVel, restitutionBias); * }*/ restitutionBias = FPMath.Max(-restitution * relNormalVel, restitutionBias); // Speculative Contacts! // if the penetration is negative (which means the bodies are not already in contact, but they will // be in the future) we store the current bounce bias in the variable 'lostSpeculativeBounce' // and apply it the next frame, when the speculative contact was already solved. if (penetration < -settings.allowedPenetration) { speculativeVelocity = penetration / timestep; lostSpeculativeBounce = restitutionBias; restitutionBias = FP.Zero; } else { lostSpeculativeBounce = FP.Zero; } impulse.x = normal.x * accumulatedNormalImpulse + tangent.x * accumulatedTangentImpulse; impulse.y = normal.y * accumulatedNormalImpulse + tangent.y * accumulatedTangentImpulse; impulse.z = normal.z * accumulatedNormalImpulse + tangent.z * accumulatedTangentImpulse; if (!treatBody1AsStatic) { body1.linearVelocity.x -= (impulse.x * body1.inverseMass); body1.linearVelocity.y -= (impulse.y * body1.inverseMass); body1.linearVelocity.z -= (impulse.z * body1.inverseMass); if (!body1IsMassPoint) { FP num0, num1, num2; num0 = relativePos1.y * impulse.z - relativePos1.z * impulse.y; num1 = relativePos1.z * impulse.x - relativePos1.x * impulse.z; num2 = relativePos1.x * impulse.y - relativePos1.y * impulse.x; FP num3 = (((num0 * body1.invInertiaWorld.M11) + (num1 * body1.invInertiaWorld.M21)) + (num2 * body1.invInertiaWorld.M31)); FP num4 = (((num0 * body1.invInertiaWorld.M12) + (num1 * body1.invInertiaWorld.M22)) + (num2 * body1.invInertiaWorld.M32)); FP num5 = (((num0 * body1.invInertiaWorld.M13) + (num1 * body1.invInertiaWorld.M23)) + (num2 * body1.invInertiaWorld.M33)); body1.angularVelocity.x -= num3; body1.angularVelocity.y -= num4; body1.angularVelocity.z -= num5; } } if (!treatBody2AsStatic) { body2.linearVelocity.x += (impulse.x * body2.inverseMass); body2.linearVelocity.y += (impulse.y * body2.inverseMass); body2.linearVelocity.z += (impulse.z * body2.inverseMass); if (!body2IsMassPoint) { FP num0, num1, num2; num0 = relativePos2.y * impulse.z - relativePos2.z * impulse.y; num1 = relativePos2.z * impulse.x - relativePos2.x * impulse.z; num2 = relativePos2.x * impulse.y - relativePos2.y * impulse.x; FP num3 = (((num0 * body2.invInertiaWorld.M11) + (num1 * body2.invInertiaWorld.M21)) + (num2 * body2.invInertiaWorld.M31)); FP num4 = (((num0 * body2.invInertiaWorld.M12) + (num1 * body2.invInertiaWorld.M22)) + (num2 * body2.invInertiaWorld.M32)); FP num5 = (((num0 * body2.invInertiaWorld.M13) + (num1 * body2.invInertiaWorld.M23)) + (num2 * body2.invInertiaWorld.M33)); body2.angularVelocity.x += num3; body2.angularVelocity.y += num4; body2.angularVelocity.z += num5; } } lastTimeStep = timestep; newContact = false; }
/// <summary> /// PrepareForIteration has to be called before <see cref="Iterate"/>. /// </summary> /// <param name="timestep">The timestep of the simulation.</param> public void PrepareForIteration(FP timestep) { FPVector dv = CalculateRelativeVelocity(); FP kNormal = FP.Zero; FPVector rantra = FPVector.zero; if (!treatBody1AsStatic) { kNormal += body1.inverseMass; if (!body1IsMassPoint) { FPVector.Cross(ref relativePos1, ref normal, out rantra); FPVector.Transform(ref rantra, ref body1.invInertiaWorld, out rantra); FPVector.Cross(ref rantra, ref relativePos1, out rantra); } } FPVector rbntrb = FPVector.zero; if (!treatBody2AsStatic) { kNormal += body2.inverseMass; if (!body2IsMassPoint) { FPVector.Cross(ref relativePos2, ref normal, out rbntrb); FPVector.Transform(ref rbntrb, ref body2.invInertiaWorld, out rbntrb); FPVector.Cross(ref rbntrb, ref relativePos2, out rbntrb); } } if (!treatBody1AsStatic) { kNormal += FPVector.Dot(ref rantra, ref normal); } if (!treatBody2AsStatic) { kNormal += FPVector.Dot(ref rbntrb, ref normal); } massNormal = FP.One / kNormal; tangent = dv - FPVector.Dot(dv, normal) * normal; tangent.Normalize(); FP kTangent = FP.Zero; if (treatBody1AsStatic) { rantra.MakeZero(); } else { kTangent += body1.inverseMass; if (!body1IsMassPoint) { FPVector.Cross(ref relativePos1, ref normal, out rantra); FPVector.Transform(ref rantra, ref body1.invInertiaWorld, out rantra); FPVector.Cross(ref rantra, ref relativePos1, out rantra); } } if (treatBody2AsStatic) { rbntrb.MakeZero(); } else { kTangent += body2.inverseMass; if (!body2IsMassPoint) { FPVector.Cross(ref relativePos2, ref tangent, out rbntrb); FPVector.Transform(ref rbntrb, ref body2.invInertiaWorld, out rbntrb); FPVector.Cross(ref rbntrb, ref relativePos2, out rbntrb); } } if (!treatBody1AsStatic) { kTangent += FPVector.Dot(ref rantra, ref tangent); } if (!treatBody2AsStatic) { kTangent += FPVector.Dot(ref rbntrb, ref tangent); } massTangent = FP.One / kTangent; restitutionBias = lostSpeculativeBounce; speculativeVelocity = FP.Zero; FP relNormalVel = FPVector.Dot(ref normal, ref dv); if (Penetration > settings.allowedPenetration) { restitutionBias = settings.bias * (FP.One / timestep) * FPMath.Max(FP.Zero, Penetration - settings.allowedPenetration); restitutionBias = FPMath.Clamp(restitutionBias, FP.Zero, settings.maximumBias); // body1IsMassPoint = body2IsMassPoint = false; } FP timeStepRatio = timestep / lastTimeStep; accumulatedNormalImpulse *= timeStepRatio; accumulatedTangentImpulse *= timeStepRatio; { // Static/Dynamic friction FP relTangentVel = -FPVector.Dot(ref tangent, ref dv); FP tangentImpulse = massTangent * relTangentVel; FP maxTangentImpulse = -staticFriction * accumulatedNormalImpulse; if (tangentImpulse < maxTangentImpulse) { friction = dynamicFriction; } else { friction = staticFriction; } } FPVector impulse; // Simultaneos solving and restitution is simply not possible // so fake it a bit by just applying restitution impulse when there // is a new contact. if (relNormalVel < -FP.One && newContact) { restitutionBias = FPMath.Max(-restitution * relNormalVel, restitutionBias); } // Speculative Contacts! // if the penetration is negative (which means the bodies are not already in contact, but they will // be in the future) we store the current bounce bias in the variable 'lostSpeculativeBounce' // and apply it the next frame, when the speculative contact was already solved. if (penetration < -settings.allowedPenetration) { speculativeVelocity = penetration / timestep; lostSpeculativeBounce = restitutionBias; restitutionBias = FP.Zero; } else { lostSpeculativeBounce = FP.Zero; } impulse = normal * accumulatedNormalImpulse + tangent * accumulatedTangentImpulse; ApplyImpulse(ref impulse); lastTimeStep = timestep; newContact = false; }
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; } }