private void DrawRightContactsOptionsAboveScrollOptions()
 {
     GUILayout.BeginHorizontal();
     if (GUILayout.Button("Set Contact Start Time", GUIResources.Button_MD()) && editedData != null)
     {
         if (contactPointsRL != null)
         {
             if (0 <= contactPointsRL.index && contactPointsRL.index < editedData.contactPoints.Count)
             {
                 MotionMatchingContact cp = editedData.contactPoints[contactPointsRL.index];
                 cp.SetStartTime(currentAnimaionTime);
                 editedData.contactPoints[contactPointsRL.index] = cp;
             }
         }
     }
     if (GUILayout.Button("Set Contact End Time", GUIResources.Button_MD()) && editedData != null)
     {
         if (contactPointsRL != null)
         {
             if (0 <= contactPointsRL.index && contactPointsRL.index < editedData.contactPoints.Count)
             {
                 MotionMatchingContact cp = editedData.contactPoints[contactPointsRL.index];
                 cp.SetEndTime(currentAnimaionTime);
                 editedData.contactPoints[contactPointsRL.index] = cp;
             }
         }
     }
     GUILayout.EndHorizontal();
 }
        private void DrawSelectedContactPoint()
        {
            if (editedData == null || gameObject == null)
            {
                return;
            }
            if (contactPointsRL != null)
            {
                if (0 <= contactPointsRL.index && contactPointsRL.index < editedData.contactPoints.Count)
                {
                    Handles.color = Color.green;
                    MotionMatchingContact cp = editedData.contactPoints[contactPointsRL.index];
                    Vector3 drawPosition     = gameObject.transform.TransformPoint(cp.position);
                    Vector3 drawDirection    = gameObject.transform.TransformDirection(cp.contactNormal);

                    cp.position = gameObject.transform.TransformPoint(cp.position);
                    // Changing contactPoint position
                    if (drawPositionManipulator)
                    {
                        Vector3 cpPosBuffor    = cp.position;
                        Vector3 cpSurNorBuffor = cp.contactNormal;

                        cp.position = Handles.PositionHandle(cp.position, Quaternion.identity);
                    }

                    // Changing contactPoint surface reverse normal
                    if (drawRotationManipuator)
                    {
                        Vector3 contactNormal = gameObject.transform.TransformDirection(cp.contactNormal);
                        //Quaternion rot = Quaternion.FromToRotation(Vector3.forward, dirRSN.normalized);

                        //rot = Handles.RotationHandle(rot, cp.position);
                        if (cp.rotation.x == 0f &&
                            cp.rotation.y == 0f &&
                            cp.rotation.z == 0f &&
                            cp.rotation.w == 0f)
                        {
                            cp.rotation = Quaternion.identity;
                        }
                        cp.rotation = Handles.RotationHandle(cp.rotation, cp.position);

                        contactNormal    = cp.rotation * Vector3.forward;
                        cp.contactNormal = contactNormal;

                        cp.contactNormal = gameObject.transform.InverseTransformDirection(cp.contactNormal);
                    }

                    Handles.DrawWireCube(drawPosition, Vector3.one * drawCubeSize);
                    MM_Gizmos.DrawArrowHandles(drawPosition, drawDirection, arrowLength, arrowArmLength);

                    cp.position = gameObject.transform.InverseTransformPoint(cp.position);
                    editedData.contactPoints[contactPointsRL.index] = cp;
                }
            }
        }
        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();
        }
        private void HandleContactPointsReorderbleList(
            ReorderableList rList,
            MotionMatchingData currentData,
            int elementLines
            )
        {
            rList.onSelectCallback = (ReorderableList list) =>
            {
            };

            rList.onAddCallback = (ReorderableList list) =>
            {
                currentData.contactPoints.Add(new MotionMatchingContact(0f));
            };

            rList.onRemoveCallback = (ReorderableList list) =>
            {
                currentData.contactPoints.RemoveAt(list.index);
                list.index = list.count - 1;
            };

            rList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
            {
                index = Mathf.Clamp(index, 0, rList.count - 1);
                MotionMatchingContact cp = currentData.contactPoints[index];

                float H          = 20f;
                float space      = 5f;
                float numberL    = 50f;
                Rect  startRect  = new Rect(rect.x, rect.y + space, numberL, H);
                Rect  sliderRect = new Rect(rect.x + startRect.width + space, rect.y + space, rect.width - 2f * (space + numberL), H);
                Rect  endRect    = new Rect(sliderRect.x + sliderRect.width + space, rect.y + space, numberL, H);
                Rect  posRect    = new Rect(rect.x, sliderRect.y + H, 0.5f * rect.width, 2 * H);
                Rect  normalRect = new Rect(posRect.x + posRect.width, sliderRect.y + H, 0.5f * rect.width, 2 * H);

                cp.endTime = Mathf.Clamp(cp.endTime, cp.startTime, currentData.animationLength);


                float startTime = EditorGUI.FloatField(startRect, cp.startTime);
                float endTime   = EditorGUI.FloatField(endRect, cp.endTime);
                EditorGUI.MinMaxSlider(sliderRect, ref startTime, ref endTime, 0f, currentData.animationLength);
                Vector3 position   = EditorGUI.Vector3Field(posRect, new GUIContent("Position"), cp.position);
                string  normalName = currentData.contactsType == ContactStateType.Impacts ? "Impact rotation" : "Contact rotation";
                Vector4 rotation   = new Vector4(cp.rotation.x, cp.rotation.y, cp.rotation.z, cp.rotation.w);
                rotation = EditorGUI.Vector4Field(normalRect, new GUIContent(normalName), rotation);

                if (rList.index == index)
                {
                    cp.startTime = startTime;
                    cp.endTime   = endTime;
                    cp.position  = position;
                    //cp.contactNormal = normal;
                }


                currentData.contactPoints[index] = cp;
            };

            rList.elementHeightCallback = (int index) =>
            {
                return(elementLines * 40f);
            };

            rList.headerHeight = 5f;

            rList.drawHeaderCallback = (Rect rect) =>
            {
            };
        }