public override void Create(EntityManager entityManager, GameObjectConversionSystem conversionSystem)
        {
            if (AutoSetConnected)
            {
                RigidTransform bFromA = math.mul(math.inverse(worldFromB), worldFromA);
                PositionInConnectedEntity          = math.transform(bFromA, PositionLocal);
                HingeAxisInConnectedEntity         = math.mul(bFromA.rot, HingeAxisLocal);
                PerpendicularAxisInConnectedEntity = math.mul(bFromA.rot, PerpendicularAxisLocal);
            }

            CreateJointEntity(JointData.CreateLimitedHinge(
                                  new JointFrame
            {
                Axis = math.normalize(HingeAxisLocal),
                PerpendicularAxis = math.normalize(PerpendicularAxisLocal),
                Position          = PositionLocal
            },
                                  new JointFrame
            {
                Axis = math.normalize(HingeAxisInConnectedEntity),
                PerpendicularAxis = math.normalize(PerpendicularAxisInConnectedEntity),
                Position          = PositionInConnectedEntity
            },
                                  math.radians(new FloatRange(MinAngle, MaxAngle))
                                  ),
                              entityManager, conversionSystem
                              );
        }
    protected override unsafe void Start()
    {
        init(float3.zero); // no gravity

        // Enable the joint viewer
        SetDebugDisplay(new Unity.Physics.Authoring.PhysicsDebugDisplayData
        {
            DrawJoints = 1
        });

        Entity *entities = stackalloc Entity[2];

        entities[1] = Entity.Null;
        for (int i = 0; i < 1; i++)
        {
            CollisionFilter filter = new CollisionFilter
            {
                MaskBits     = (uint)(1 << i),
                CategoryBits = (uint)~(1 << (1 - i))
            };
            BlobAssetReference <Collider> collider = BoxCollider.Create(
                float3.zero, Quaternion.identity, new float3(1.0f, 0.2f, 0.2f), 0.0f, filter);
            entities[i] = CreateDynamicBody(float3.zero, quaternion.identity, collider, float3.zero, new float3(0, 1 - i, 0), 1.0f);
        }

        float3 pivot         = float3.zero;
        float3 axis          = new float3(0, 1, 0);
        float3 perpendicular = new float3(0, 0, 1);

        //BlobAssetReference<JointData> hingeData = JointData.CreateLimitedHinge(pivot, pivot, axis, axis, perpendicular, perpendicular, 0.2f, (float)math.PI);
        BlobAssetReference <JointData> hingeData = JointData.CreateLimitedHinge(pivot, pivot, axis, axis, perpendicular, perpendicular, -(float)math.PI, -0.2f);

        CreateJoint(hingeData, entities[0], entities[1]);
    }
Beispiel #3
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    public static BlobAssetReference <JointData> CreateKnee(GameObject upperLeg, GameObject lowerLeg)
    {
        float upperLegHeight = 2.0f * upperLeg.transform.localScale.y;

        float3 pivotUpperLeg = new float3(0, -upperLegHeight / 2.0f, 0);

        var lowerLegTransform = new RigidTransform(lowerLeg.transform.rotation, lowerLeg.transform.position);
        var upperLegTransform = new RigidTransform(upperLeg.transform.rotation, upperLeg.transform.position);

        float3 pivotLowerLeg = math.transform(math.inverse(lowerLegTransform), math.transform(upperLegTransform, pivotUpperLeg));

        float3 axis          = new float3(1, 0, 0);
        float3 perpendicular = new float3(0, 0, 1);

        var jointFrameUpperLeg = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotUpperLeg
        };
        var jointFrameLowerLeg = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotLowerLeg
        };

        return(JointData.CreateLimitedHinge(jointFrameUpperLeg, jointFrameLowerLeg, new FloatRange {
            Min = -1.2f
        }));
    }
Beispiel #4
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    public static BlobAssetReference <JointData> CreateElbow(GameObject upperArm, GameObject lowerArm)
    {
        float upperArmLength = 2 * upperArm.transform.localScale.y;
        float lowerArmLength = 2 * lowerArm.transform.localScale.y;

        float sign = math.sign(-1.0f * upperArm.transform.position.x);

        float3 pivotUpper = new float3(-1.0f * sign * upperArmLength / 2.0f, 0, 0);
        float3 pivotLower = new float3(sign * lowerArmLength / 2.0f, 0, 0);

        pivotUpper = math.rotate(math.inverse(upperArm.transform.rotation), pivotUpper);
        pivotLower = math.rotate(math.inverse(lowerArm.transform.rotation), pivotLower);
        float3 axis          = new float3(0, 0, 1);
        float3 perpendicular = new float3(0, 1, 0);

        var jointFrameUpperArm = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotUpper
        };
        var jointFrameLowerArm = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotLower
        };

        return(JointData.CreateLimitedHinge(jointFrameUpperArm, jointFrameLowerArm, new FloatRange {
            Max = 3f
        }));
    }
Beispiel #5
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        public void JointDataCreateLimitedHingeTest()
        {
            var positionAinA     = new float3(0.0f, 1.0f, 2.0f);
            var positionBinB     = new float3(1.0f, 0.0f, 3.0f);
            var axisInA          = new float3(1.0f, 0.0f, 0.0f);
            var axisInB          = new float3(1.0f, 0.0f, 0.0f);
            var perpendicularInA = new float3(0.0f, 1.0f, 0.0f);
            var perpendicularInB = new float3(0.0f, 1.0f, 0.0f);
            var minAngle         = -0.5f;
            var maxAngle         = 0.5f;

            var jointDataRef = JointData.CreateLimitedHinge(positionAinA, positionBinB, axisInA, axisInB, perpendicularInA, perpendicularInB, minAngle, maxAngle);

            var jointData = jointDataRef.Value;

            Assert.AreEqual(positionAinA, jointData.AFromJoint.Translation);
            Assert.AreEqual(positionBinB, jointData.BFromJoint.Translation);
            Assert.AreEqual(1, jointData.Version);
            Assert.AreEqual(3, jointData.NumConstraints);

            var twistConstraint = jointDataRef.Value.Constraints[0];

            Assert.AreEqual(new bool3(true, false, false), twistConstraint.ConstrainedAxes);
            Assert.AreEqual(ConstraintType.Angular, twistConstraint.Type);
            Assert.AreEqual(-0.5f, twistConstraint.Min);
            Assert.AreEqual(0.5f, twistConstraint.Max);
            Assert.AreEqual(Constraint.DefaultSpringFrequency, twistConstraint.SpringFrequency);
            Assert.AreEqual(Constraint.DefaultSpringDamping, twistConstraint.SpringDamping);

            var hingeConstraint = jointDataRef.Value.Constraints[1];

            Assert.AreEqual(new bool3(false, true, true), hingeConstraint.ConstrainedAxes);
            Assert.AreEqual(ConstraintType.Angular, hingeConstraint.Type);
            Assert.AreEqual(0.0f, hingeConstraint.Min);
            Assert.AreEqual(0.0f, hingeConstraint.Max);
            Assert.AreEqual(Constraint.DefaultSpringFrequency, hingeConstraint.SpringFrequency);
            Assert.AreEqual(Constraint.DefaultSpringDamping, hingeConstraint.SpringDamping);

            var ballAndSocketConstraint = jointDataRef.Value.Constraints[2];

            Assert.AreEqual(new bool3(true, true, true), ballAndSocketConstraint.ConstrainedAxes);
            Assert.AreEqual(ConstraintType.Linear, ballAndSocketConstraint.Type);
            Assert.AreEqual(0.0f, ballAndSocketConstraint.Min);
            Assert.AreEqual(0.0f, ballAndSocketConstraint.Max);
            Assert.AreEqual(Constraint.DefaultSpringFrequency, ballAndSocketConstraint.SpringFrequency);
            Assert.AreEqual(Constraint.DefaultSpringDamping, ballAndSocketConstraint.SpringDamping);
        }
        public override unsafe void Create(EntityManager entityManager)
        {
            if (AutoSetConnected)
            {
                RigidTransform bFromA = math.mul(math.inverse(worldFromB), worldFromA);
                PositionInConnectedEntity          = math.transform(bFromA, PositionLocal);
                HingeAxisInConnectedEntity         = math.mul(bFromA.rot, HingeAxisLocal);
                PerpendicularAxisInConnectedEntity = math.mul(bFromA.rot, PerpendicularAxisLocal);
            }

            CreateJointEntity(JointData.CreateLimitedHinge(
                                  PositionLocal, PositionInConnectedEntity,
                                  math.normalize(HingeAxisLocal), math.normalize(HingeAxisInConnectedEntity),
                                  math.normalize(PerpendicularAxisLocal), math.normalize(PerpendicularAxisInConnectedEntity),
                                  math.radians(MinAngle), math.radians(MaxAngle)),
                              entityManager);
        }
        public override unsafe void Create(EntityManager entityManager)
        {
            if (autoSetConnected)
            {
                RigidTransform bFromA = math.mul(math.inverse(WorldFromB), WorldFromA);
                positionInConnectedEntity          = math.transform(bFromA, positionLocal);
                hingeAxisInConnectedEntity         = math.mul(bFromA.rot, hingeAxisLocal);
                perpendicularAxisInConnectedEntity = math.mul(bFromA.rot, perpendicularAxisLocal);
            }

            CreateJointEntity(JointData.CreateLimitedHinge(
                                  positionLocal, positionInConnectedEntity,
                                  math.normalize(hingeAxisLocal), math.normalize(hingeAxisInConnectedEntity),
                                  math.normalize(perpendicularAxisLocal), math.normalize(perpendicularAxisInConnectedEntity),
                                  math.radians(minAngle), math.radians(maxAngle)),
                              entityManager);
        }
        public override unsafe void Create(EntityManager entityManager)
        {
            if (AutoSetConnected)
            {
                var pb = math.transform(worldFromB, PositionInConnectedEntity);
                PositionLocal          = math.transform(math.inverse(worldFromA), pb);
                HingeAxisLocal         = math.rotate(math.inverse(worldFromA), math.rotate(worldFromB, HingeAxisInConnectedEntity));
                PerpendicularAxisLocal = math.rotate(math.inverse(worldFromA), math.rotate(worldFromB, PerpendicularAxisInConnectedEntity));
            }

            CreateJointEntity(JointData.CreateLimitedHinge(
                                  PositionLocal, PositionInConnectedEntity,
                                  math.normalize(HingeAxisLocal), math.normalize(HingeAxisInConnectedEntity),
                                  math.normalize(PerpendicularAxisLocal), math.normalize(PerpendicularAxisInConnectedEntity),
                                  math.radians(MinAngle), math.radians(MaxAngle)),
                              entityManager);
        }
Beispiel #9
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    public static BlobAssetReference <JointData> CreateWrist(GameObject lowerArm, GameObject hand)
    {
        float armLength  = 2.0f * lowerArm.transform.localScale.y;
        float handLength = 2.0f * hand.transform.localScale.y;

        float sign = math.sign(-1.0f * lowerArm.transform.position.x);

        float3 pivotFore     = new float3(0, -1.0f * sign * armLength / 2.0f, 0);
        float3 pivotHand     = new float3(0, sign * handLength / 2.0f, 0);
        float3 axis          = new float3(0, 0, 1);
        float3 perpendicular = new float3(0, 1, 0);

        var jointFrameForearm = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotFore
        };
        var jointFrameHand = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotHand
        };

        return(JointData.CreateLimitedHinge(jointFrameForearm, jointFrameHand, new FloatRange(-0.3f, 0.6f)));
    }
    protected override unsafe void Start()
    {
        init(float3.zero); // no gravity

        // Enable the joint viewer
        SetDebugDisplay(new Unity.Physics.Authoring.PhysicsDebugDisplayData
        {
            DrawJoints = 1
        });

        Entity *entities = stackalloc Entity[2];

        entities[1] = Entity.Null;
        for (int i = 0; i < 1; i++)
        {
            CollisionFilter filter = new CollisionFilter
            {
                CollidesWith = (uint)(1 << i),
                BelongsTo    = (uint)~(1 << (1 - i))
            };
            BlobAssetReference <Collider> collider = BoxCollider.Create(
                new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = new float3(1.0f, 0.2f, 0.2f),
                BevelRadius = 0.0f
            },
                filter, Material.Default);
            entities[i] = CreateDynamicBody(float3.zero, quaternion.identity, collider, float3.zero, new float3(0, 1 - i, 0), 1.0f);
        }

        var jointFrame = new JointFrame {
            Axis = new float3(0, 1, 0), PerpendicularAxis = new float3(0, 0, 1)
        };
        BlobAssetReference <JointData> hingeData =
            JointData.CreateLimitedHinge(jointFrame, jointFrame, new FloatRange(-math.PI, -0.2f));

        CreateJoint(hingeData, entities[0], entities[1]);
    }
Beispiel #11
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    public static BlobAssetReference <JointData> CreateAnkle(GameObject lowerLeg, GameObject foot)
    {
        float lowerLegLength = 2.0f * lowerLeg.transform.localScale.y;

        var lowerLegTransform = new RigidTransform(lowerLeg.transform.rotation, lowerLeg.transform.position);
        var footTransform     = new RigidTransform(foot.transform.rotation, foot.transform.position);

        float3 pivotLowerLeg = new float3(0, -lowerLegLength / 2.0f, 0);
        float3 pivotFoot     = math.transform(math.inverse(footTransform), math.transform(lowerLegTransform, pivotLowerLeg));

        float3 axis          = new float3(1, 0, 0);
        float3 perpendicular = new float3(0, 0, 1);

        var jointFrameLowerLeg = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotLowerLeg
        };
        var jointFrameFoot = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotFoot
        };

        return(JointData.CreateLimitedHinge(jointFrameLowerLeg, jointFrameFoot, new FloatRange(-0.4f, 0.1f)));
    }
        void ConvertHingeJoint(LegacyHinge joint)
        {
            RigidTransform worldFromBodyA = Math.DecomposeRigidBodyTransform(joint.transform.localToWorldMatrix);
            RigidTransform worldFromBodyB = joint.connectedBody == null
                ? RigidTransform.identity
                : Math.DecomposeRigidBodyTransform(joint.connectedBody.transform.localToWorldMatrix);

            Math.CalculatePerpendicularNormalized(joint.axis, out float3 perpendicularA, out _);
            var bodyAFromJoint = new JointFrame
            {
                Axis = joint.axis,
                PerpendicularAxis = perpendicularA,
                Position          = joint.anchor
            };

            var connectedEntity          = GetPrimaryEntity(joint.connectedBody);
            var isConnectedBodyConverted =
                joint.connectedBody == null || connectedEntity != Entity.Null;

            RigidTransform bFromA       = isConnectedBodyConverted ? math.mul(math.inverse(worldFromBodyB), worldFromBodyA) : worldFromBodyA;
            RigidTransform bFromBSource =
                isConnectedBodyConverted ? RigidTransform.identity : worldFromBodyB;

            var bodyBFromJoint = new JointFrame
            {
                Axis = math.mul(bFromA.rot, joint.axis),
                PerpendicularAxis = math.mul(bFromA.rot, perpendicularA),
                Position          = math.mul(bFromBSource, new float4(joint.connectedAnchor, 1f)).xyz
            };

            var limits    = math.radians(new FloatRange(joint.limits.min, joint.limits.max));
            var jointData = joint.useLimits
                ? JointData.CreateLimitedHinge(bodyAFromJoint, bodyBFromJoint, limits)
                : JointData.CreateHinge(bodyAFromJoint, bodyBFromJoint);

            CreateJointEntity(joint.gameObject, jointData, GetPrimaryEntity(joint.gameObject), joint.connectedBody == null ? Entity.Null : connectedEntity, joint.enableCollision);
        }
    protected override void Start()
    {
        float3 gravity = float3.zero;

        base.init(gravity);

        // Enable the joint viewer
        SetDebugDisplay(new Unity.Physics.Authoring.PhysicsDebugDisplayData
        {
            DrawJoints = 1
        });

        // Make soft ball and sockets
        {
            BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = new float3(0.2f, 0.2f, 0.2f),
                BevelRadius = 0.0f
            });

            // Make joints with different spring frequency.  The leftmost joint should oscillate at 0.5hz, the next at 1hz, the next at 1.5hz, etc.
            for (int i = 0; i < 10; i++)
            {
                // Create a body
                float3 position = new float3((i - 4.5f) * 1.0f, 0, 0);
                float3 velocity = new float3(0, -10.0f, 0);
                Entity body     = CreateDynamicBody(
                    position, quaternion.identity, collider, velocity, float3.zero, 1.0f);

                // Create the ball and socket joint
                float3 pivotLocal   = float3.zero;
                float3 pivotInWorld = math.transform(GetBodyTransform(body), pivotLocal);

                BlobAssetReference <JointData> jointData;
                jointData = JointData.CreateBallAndSocket(pivotLocal, pivotInWorld);
                jointData.Value.Constraints[0].SpringDamping   = 0.0f;
                jointData.Value.Constraints[0].SpringFrequency = 0.5f * (float)(i + 1);
                CreateJoint(jointData, body, Entity.Null);
            }
        }

        // Make soft limited hinges
        {
            BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = new float3(0.4f, 0.1f, 0.6f),
                BevelRadius = 0.0f
            });

            // First row has soft limit with hard hinge + pivot, second row has everything soft
            for (int j = 0; j < 2; j++)
            {
                for (int i = 0; i < 10; i++)
                {
                    // Create a body
                    float3 position        = new float3((i - 4.5f) * 1.0f, 0, (j + 1) * 3.0f);
                    float3 velocity        = new float3(0, -10.0f, 0);
                    float3 angularVelocity = new float3(0, 0, -10.0f);
                    Entity body            = CreateDynamicBody(
                        position, quaternion.identity, collider, velocity, angularVelocity, 1.0f);

                    // Create the limited hinge joint
                    float3 pivotLocal           = new float3(0, 0, 0);
                    float3 pivotInWorld         = math.transform(GetBodyTransform(body), pivotLocal);
                    float3 axisLocal            = new float3(0, 0, 1);
                    float3 axisInWorld          = axisLocal;
                    float3 perpendicularLocal   = new float3(0, 1, 0);
                    float3 perpendicularInWorld = perpendicularLocal;

                    BlobAssetReference <JointData> jointData;
                    jointData = JointData.CreateLimitedHinge(pivotLocal, pivotInWorld, axisLocal, axisInWorld, perpendicularLocal, perpendicularInWorld, 0.0f, 0.0f);

                    // First constraint is the limit, next two are the hinge and pivot
                    for (int k = 0; k < 1 + 2 * j; k++)
                    {
                        jointData.Value.Constraints[k].SpringDamping   = 0.0f;
                        jointData.Value.Constraints[k].SpringFrequency = 0.5f * (float)(i + 1);
                    }

                    CreateJoint(jointData, body, Entity.Null);
                }
            }
        }

        // Make a soft prismatic
        {
            BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
            {
                Center      = float3.zero,
                Orientation = quaternion.identity,
                Size        = new float3(0.2f, 0.2f, 0.2f),
                BevelRadius = 0.0f
            });

            // Create a body
            float3 position = new float3(0, 0, 9.0f);
            float3 velocity = new float3(50.0f, 0, 0);
            Entity body     = CreateDynamicBody(
                position, quaternion.identity, collider, velocity, float3.zero, 1.0f);

            // Create the prismatic joint
            float3 pivotLocal           = float3.zero;
            float3 pivotInWorld         = math.transform(GetBodyTransform(body), pivotLocal);
            float3 axisLocal            = new float3(1, 0, 0);
            float3 axisInWorld          = axisLocal;
            float3 perpendicularLocal   = new float3(0, 1, 0);
            float3 perpendicularInWorld = perpendicularLocal;

            BlobAssetReference <JointData> jointData;
            jointData = JointData.CreatePrismatic(pivotLocal, pivotInWorld, axisLocal, axisInWorld, perpendicularLocal, perpendicularInWorld, -2.0f, 2.0f, 0.0f, 0.0f);
            jointData.Value.Constraints[0].SpringDamping   = 0.0f;
            jointData.Value.Constraints[0].SpringFrequency = 5.0f;
            CreateJoint(jointData, body, Entity.Null);
        }
    }
    private void CreateRagdoll(float3 positionOffset, quaternion rotationOffset, int ragdollIndex = 1, bool internalCollisions = false)
    {
        NativeList <Entity> entities = new NativeList <Entity>(Allocator.Temp);

        // Head
        float  headRadius   = 0.1f;
        float3 headPosition = new float3(0, 1.8f, 0);
        Entity head;

        {
            CollisionFilter filter = internalCollisions ? layerFilter(layer.Head, layer.Torso) : groupFilter(-ragdollIndex);
            BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.SphereCollider.Create(float3.zero, headRadius, filter);
            head = CreateDynamicBody(headPosition, quaternion.identity, collider, float3.zero, float3.zero, 5.0f);
        }
        entities.Add(head);

        // Torso
        float3 torsoSize;
        float3 torsoPosition;
        Entity torso;

        {
            //UnityEngine.Mesh torsoMesh = (UnityEngine.Mesh)Resources.Load("torso", typeof(UnityEngine.Mesh));
            torsoSize     = torsoMesh.bounds.size;
            torsoPosition = headPosition - new float3(0, headRadius * 3.0f / 4.0f + torsoSize.y, 0);

            CollisionFilter filter = internalCollisions ? layerFilter(layer.Torso, layer.Thigh | layer.Head | layer.UpperArm | layer.Pelvis) : groupFilter(-ragdollIndex);

            NativeArray <float3> points = new NativeArray <float3>(torsoMesh.vertices.Length, Allocator.Temp);
            for (int i = 0; i < torsoMesh.vertices.Length; i++)
            {
                points[i] = torsoMesh.vertices[i];
            }
            BlobAssetReference <Unity.Physics.Collider> collider = ConvexCollider.Create(points, 0.01f);
            collider.Value.Filter = filter;
            torso = CreateDynamicBody(torsoPosition, quaternion.identity, collider, float3.zero, float3.zero, 20.0f);
        }
        entities.Add(torso);

        // Neck
        {
            float3 pivotHead             = new float3(0, -headRadius, 0);
            float3 pivotBody             = math.transform(math.inverse(GetBodyTransform(torso)), math.transform(GetBodyTransform(head), pivotHead));
            float3 axis                  = new float3(0, 1, 0);
            float3 perpendicular         = new float3(0, 0, 1);
            float  coneAngle             = (float)math.PI / 5.0f;
            float  minPerpendicularAngle = 0.0f;           // unlimited
            float  maxPerpendicularAngle = (float)math.PI; // unlimited
            float  twistAngle            = (float)math.PI / 3.0f;

            BlobAssetReference <JointData> ragdoll0, ragdoll1;
            JointData.CreateRagdoll(pivotHead, pivotBody, axis, axis, perpendicular, perpendicular,
                                    coneAngle, minPerpendicularAngle, maxPerpendicularAngle, -twistAngle, twistAngle,
                                    out ragdoll0, out ragdoll1);
            CreateJoint(ragdoll0, head, torso);
            CreateJoint(ragdoll1, head, torso);
        }

        // Arms
        {
            float           armLength      = 0.25f;
            float           armRadius      = 0.05f;
            CollisionFilter armUpperFilter = internalCollisions ? layerFilter(layer.UpperArm, layer.Torso | layer.Forearm) : groupFilter(-ragdollIndex);
            CollisionFilter armLowerFilter = internalCollisions ? layerFilter(layer.Forearm, layer.UpperArm | layer.Hand) : groupFilter(-ragdollIndex);

            BlobAssetReference <Unity.Physics.Collider> upperArmCollider = Unity.Physics.CapsuleCollider.Create(new float3(-armLength / 2, 0, 0), new float3(armLength / 2, 0, 0), armRadius,
                                                                                                                armUpperFilter);
            BlobAssetReference <Unity.Physics.Collider> foreArmCollider = Unity.Physics.CapsuleCollider.Create(new float3(-armLength / 2, 0, 0), new float3(armLength / 2, 0, 0), armRadius,
                                                                                                               armLowerFilter);

            float           handLength = 0.025f;
            float           handRadius = 0.055f;
            CollisionFilter handFilter = internalCollisions ? layerFilter(layer.Hand, layer.Forearm) : groupFilter(-ragdollIndex);

            BlobAssetReference <Unity.Physics.Collider> handCollider = Unity.Physics.CapsuleCollider.Create(new float3(-handLength / 2, 0, 0), new float3(handLength / 2, 0, 0), handRadius,
                                                                                                            handFilter);

            for (int i = 0; i < 2; i++)
            {
                float s = i * 2 - 1.0f;

                float3 upperArmPosition = torsoPosition + new float3(s * (torsoSize.x + armLength) / 2.0f, 0.9f * torsoSize.y - armRadius, 0.0f);
                Entity upperArm         = CreateDynamicBody(upperArmPosition, quaternion.identity, upperArmCollider, float3.zero, float3.zero, 10.0f);
                float3 foreArmPosition  = upperArmPosition + new float3(armLength * s, 0, 0);
                Entity foreArm          = CreateDynamicBody(foreArmPosition, quaternion.identity, foreArmCollider, float3.zero, float3.zero, 5.0f);
                float3 handPosition     = foreArmPosition + new float3((armLength + handLength) / 2.0f * s, 0, 0);
                Entity hand             = CreateDynamicBody(handPosition, quaternion.identity, handCollider, float3.zero, float3.zero, 2.0f);

                entities.Add(upperArm);
                entities.Add(foreArm);
                entities.Add(hand);

                // shoulder
                {
                    float3 pivotArm              = new float3(-s * armLength / 2.0f, 0, 0);
                    float3 pivotBody             = math.transform(math.inverse(GetBodyTransform(torso)), math.transform(GetBodyTransform(upperArm), pivotArm));
                    float3 axis                  = new float3(s, 0, 0);
                    float3 perpendicular         = new float3(0, 0, 1);
                    float  coneAngle             = (float)math.PI / 2.0f;
                    float  minPerpendicularAngle = 0.0f;
                    float  maxPerpendicularAngle = (float)math.PI / 2.0f;
                    float  twistAngle            = (float)math.PI / 4.0f;

                    BlobAssetReference <JointData> ragdoll0, ragdoll1;
                    JointData.CreateRagdoll(pivotArm, pivotBody, axis, axis, perpendicular, perpendicular,
                                            coneAngle, minPerpendicularAngle, maxPerpendicularAngle, -twistAngle, twistAngle,
                                            out ragdoll0, out ragdoll1);
                    CreateJoint(ragdoll0, upperArm, torso);
                    CreateJoint(ragdoll1, upperArm, torso);
                }

                // elbow
                {
                    float3 pivotUpper    = new float3(s * armLength / 2.0f, 0, 0);
                    float3 pivotFore     = -pivotUpper;
                    float3 axis          = new float3(0, -s, 0);
                    float3 perpendicular = new float3(s, 0, 0);
                    float  minAngle      = 0.0f;
                    float  maxAngle      = 3.0f;

                    BlobAssetReference <JointData> hinge = JointData.CreateLimitedHinge(pivotFore, pivotUpper, axis, axis, perpendicular, perpendicular, minAngle, maxAngle);
                    CreateJoint(hinge, foreArm, upperArm);
                }

                // wrist
                {
                    float3 pivotFore     = new float3(s * armLength / 2.0f, 0, 0);
                    float3 pivotHand     = new float3(-s * handLength / 2.0f, 0, 0);
                    float3 axis          = new float3(0, -s, 0);
                    float3 perpendicular = new float3(s, 0, 0);
                    float  minAngle      = -0.3f;
                    float  maxAngle      = 0.6f;

                    BlobAssetReference <JointData> hinge = JointData.CreateLimitedHinge(pivotHand, pivotFore, axis, axis, perpendicular, perpendicular, minAngle, maxAngle);
                    CreateJoint(hinge, hand, foreArm);
                }
            }
        }

        // Pelvis
        float  pelvisRadius   = 0.08f;
        float  pelvisLength   = 0.22f;
        float3 pelvisPosition = torsoPosition - new float3(0, pelvisRadius * 0.75f, 0.0f);
        Entity pelvis;

        {
            CollisionFilter filter = internalCollisions ? layerFilter(layer.Pelvis, layer.Torso | layer.Thigh) : groupFilter(-ragdollIndex);
            BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.CapsuleCollider.Create(new float3(-pelvisLength / 2.0f, 0, 0), new float3(pelvisLength / 2.0f, 0, 0), pelvisRadius,
                                                                                                        filter);
            pelvis = CreateDynamicBody(pelvisPosition, quaternion.identity, collider, float3.zero, float3.zero, 15.0f);
        }
        entities.Add(pelvis);

        // Waist
        {
            float3 pivotTorso            = float3.zero;
            float3 pivotPelvis           = math.transform(math.inverse(GetBodyTransform(pelvis)), math.transform(GetBodyTransform(torso), pivotTorso));
            float3 axis                  = new float3(0, -1, 0);
            float3 perpendicular         = new float3(0, 0, 1);
            float  coneAngle             = 0.1f;
            float  minPerpendicularAngle = -0.1f;
            float  maxPerpendicularAngle = (float)math.PI;
            float  twistAngle            = 0.1f;

            BlobAssetReference <JointData> ragdoll0, ragdoll1;
            JointData.CreateRagdoll(pivotPelvis, pivotTorso, axis, axis, perpendicular, perpendicular,
                                    coneAngle, minPerpendicularAngle, maxPerpendicularAngle, -twistAngle, twistAngle,
                                    out ragdoll0, out ragdoll1);
            CreateJoint(ragdoll0, pelvis, torso);
            CreateJoint(ragdoll1, pelvis, torso);
        }

        // Legs
        {
            float           thighLength = 0.32f;
            float           thighRadius = 0.08f;
            CollisionFilter thighFilter = internalCollisions ? layerFilter(layer.Thigh, layer.Pelvis | layer.Calf) : groupFilter(-ragdollIndex);
            BlobAssetReference <Unity.Physics.Collider> thighCollider = Unity.Physics.CapsuleCollider.Create(new float3(0, -thighLength / 2, 0), new float3(0, thighLength / 2, 0), thighRadius,
                                                                                                             thighFilter);

            float           calfLength = 0.32f;
            float           calfRadius = 0.06f;
            CollisionFilter calfFilter = internalCollisions ? layerFilter(layer.Calf, layer.Thigh | layer.Foot) : groupFilter(-ragdollIndex);
            BlobAssetReference <Unity.Physics.Collider> calfCollider = Unity.Physics.CapsuleCollider.Create(new float3(0, -calfLength / 2, 0), new float3(0, calfLength / 2, 0), calfRadius,
                                                                                                            calfFilter);

            float           footLength = 0.08f;
            float           footRadius = 0.06f;
            CollisionFilter footFilter = internalCollisions ? layerFilter(layer.Foot, layer.Calf) : groupFilter(-ragdollIndex);
            BlobAssetReference <Unity.Physics.Collider> footCollider = Unity.Physics.CapsuleCollider.Create(new float3(0, 0, 0), new float3(0, 0, footLength), footRadius,
                                                                                                            footFilter);

            for (int i = 0; i < 2; i++)
            {
                float s = i * 2 - 1.0f;

                float3 thighPosition = pelvisPosition + new float3(s * pelvisLength / 2.0f, -thighLength / 2.0f, 0.0f);
                Entity thigh         = CreateDynamicBody(thighPosition, quaternion.identity, thighCollider, float3.zero, float3.zero, 10.0f);
                float3 calfPosition  = thighPosition + new float3(0, -(thighLength + calfLength) / 2.0f, 0);
                Entity calf          = CreateDynamicBody(calfPosition, quaternion.identity, calfCollider, float3.zero, float3.zero, 5.0f);
                float3 footPosition  = calfPosition + new float3(0, -calfLength / 2.0f, 0);
                Entity foot          = CreateDynamicBody(footPosition, quaternion.identity, footCollider, float3.zero, float3.zero, 2.0f);

                entities.Add(thigh);
                entities.Add(calf);
                entities.Add(foot);

                // hip
                {
                    float3 pivotThigh            = new float3(0, thighLength / 2.0f, 0);
                    float3 pivotBody             = math.transform(math.inverse(GetBodyTransform(torso)), math.transform(GetBodyTransform(thigh), pivotThigh));
                    float3 axis                  = new float3(0, -1, 0);
                    float3 perpendicular         = new float3(s, 0, 0);
                    float  coneAngle             = (float)math.PI / 4.0f;
                    float  minPerpendicularAngle = 0.0f;
                    float  maxPerpendicularAngle = 0.2f + (float)math.PI / 2.0f;
                    float  twistAngle            = 0.2f;

                    BlobAssetReference <JointData> ragdoll0, ragdoll1;
                    JointData.CreateRagdoll(pivotThigh, pivotBody, axis, axis, perpendicular, perpendicular,
                                            coneAngle, minPerpendicularAngle, maxPerpendicularAngle, -twistAngle, twistAngle,
                                            out ragdoll0, out ragdoll1);
                    CreateJoint(ragdoll0, thigh, torso);
                    CreateJoint(ragdoll1, thigh, torso);
                }

                // knee
                {
                    float3 pivotThigh    = new float3(0, -thighLength / 2.0f, 0);
                    float3 pivotCalf     = math.transform(math.inverse(GetBodyTransform(calf)), math.transform(GetBodyTransform(thigh), pivotThigh));
                    float3 axis          = new float3(-1, 0, 0);
                    float3 perpendicular = new float3(0, 0, 1);
                    float  minAngle      = -1.2f;
                    float  maxAngle      = 0.0f;

                    BlobAssetReference <JointData> hinge = JointData.CreateLimitedHinge(pivotCalf, pivotThigh, axis, axis, perpendicular, perpendicular, minAngle, maxAngle);
                    CreateJoint(hinge, calf, thigh);
                }

                // ankle
                {
                    float3 pivotCalf     = new float3(0, -calfLength / 2.0f, 0);
                    float3 pivotFoot     = float3.zero;
                    float3 axis          = new float3(-1, 0, 0);
                    float3 perpendicular = new float3(0, 0, 1);
                    float  minAngle      = -0.4f;
                    float  maxAngle      = 0.1f;

                    BlobAssetReference <JointData> hinge = JointData.CreateLimitedHinge(pivotFoot, pivotCalf, axis, axis, perpendicular, perpendicular, minAngle, maxAngle);
                    CreateJoint(hinge, foot, calf);
                }
            }
        }

        // reposition with offset information
        if (entities.Length > 0)
        {
            float3 center = float3.zero;
            for (int i = 0; i < entities.Length; i++)
            {
                var e = entities[i];
                center += EntityManager.GetComponentData <Translation>(e).Value;
            }
            center /= entities.Length;
            for (int i = 0; i < entities.Length; i++)
            {
                var         e = entities[i];
                Translation positionComponent = EntityManager.GetComponentData <Translation>(e);
                Rotation    rotationComponent = EntityManager.GetComponentData <Rotation>(e);

                float3     position = positionComponent.Value;
                quaternion rotation = rotationComponent.Value;

                float3 localPosition = position - center;
                localPosition = math.rotate(rotationOffset, localPosition);

                position = localPosition + center + positionOffset;
                rotation = math.mul(rotation, rotationOffset);

                positionComponent.Value = position;
                rotationComponent.Value = rotation;

                EntityManager.SetComponentData <Translation>(e, positionComponent);
                EntityManager.SetComponentData <Rotation>(e, rotationComponent);
            }
        }
    }