Beispiel #1
0
    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 #2
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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 #3
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    public static void CreateWaist(GameObject torso, GameObject pelvis, out BlobAssetReference <JointData> jointData0, out BlobAssetReference <JointData> jointData1)
    {
        float3 pivotTorso = float3.zero;

        RigidTransform pelvisTransform = new RigidTransform(pelvis.transform.rotation, pelvis.transform.position);
        RigidTransform torsoTransform  = new RigidTransform(torso.transform.rotation, torso.transform.position);

        float3 pivotPelvis = math.transform(math.inverse(pelvisTransform), math.transform(torsoTransform, pivotTorso));
        float3 axisPelvis  = new float3(0, 0, -1);
        float3 axisTorso   = axisPelvis;

        float3 axisPerpendicular = new float3(1, 0, 0);

        float3 perpendicularPelvis = math.rotate(math.inverse(pelvisTransform), axisPerpendicular);
        float3 perpendicularTorso  = math.rotate(math.inverse(torsoTransform), axisPerpendicular);

        float coneAngle          = 0.0872665f;
        var   perpendicularAngle = new FloatRange {
            Max = math.PI
        };
        var twistAngle = new FloatRange(-0.01f, 0.1f);

        var jointFrameTorso = new JointFrame {
            Axis = axisTorso, PerpendicularAxis = perpendicularTorso, Position = pivotTorso
        };
        var jointFramePelvis = new JointFrame {
            Axis = axisPelvis, PerpendicularAxis = perpendicularPelvis, Position = pivotPelvis
        };

        JointData.CreateRagdoll(jointFrameTorso, jointFramePelvis, coneAngle, perpendicularAngle, twistAngle, out jointData0, out jointData1);
    }
Beispiel #4
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    public static void CreateHip(GameObject pelvis, GameObject upperLeg, out BlobAssetReference <JointData> jointData0, out BlobAssetReference <JointData> jointData1)
    {
        float upperLegHeight = 2.0f * upperLeg.transform.localScale.y;

        var pelvisTransform   = new RigidTransform(pelvis.transform.rotation, pelvis.transform.position);
        var upperLegTransform = new RigidTransform(upperLeg.transform.rotation, upperLeg.transform.position);

        float3 pivotLeg    = new float3(0, upperLegHeight / 2.0f, 0);
        float3 pivotPelvis = math.transform(math.inverse(pelvisTransform), math.transform(upperLegTransform, pivotLeg));

        float3 twistAxis         = new float3(0, -1, 0);
        float3 perpendicularAxis = new float3(1, 0, 0);

        float3 twistAxisLeg    = math.rotate(math.inverse(upperLegTransform), twistAxis);
        float3 twistAxisPelvis = math.rotate(math.inverse(pelvisTransform), twistAxis);

        float3 perpendicularAxisLeg    = math.rotate(math.inverse(upperLegTransform), perpendicularAxis);
        float3 perpendicularAxisPelvis = math.rotate(math.inverse(pelvisTransform), perpendicularAxis);

        float coneAngle          = math.PI / 4.0f;
        var   perpendicularAngle = new FloatRange(math.PI / 3f, math.PI * 2f / 3f);
        var   twistAngle         = new FloatRange(-0.2f, 0.2f);

        var jointFramePelvis = new JointFrame {
            Axis = twistAxisPelvis, PerpendicularAxis = perpendicularAxisPelvis, Position = pivotPelvis
        };
        var jointFrameLeg = new JointFrame {
            Axis = twistAxisLeg, PerpendicularAxis = perpendicularAxisLeg, Position = pivotLeg
        };

        JointData.CreateRagdoll(jointFramePelvis, jointFrameLeg, coneAngle, perpendicularAngle, twistAngle, out jointData0, out jointData1);
    }
Beispiel #5
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    public static void CreateNeck(GameObject torso, GameObject head, out BlobAssetReference <JointData> jointData0, out BlobAssetReference <JointData> jointData1)
    {
        var   headTransform = head.GetComponent <Transform>();
        float headRadius    = 0.5f * headTransform.localScale.x;

        float3 pivotHead           = new float3(0, -headRadius, 0);
        var    torsoTransform      = torso.GetComponent <Transform>();
        var    torsoRigidTransform = new RigidTransform(torsoTransform.rotation, torsoTransform.position);

        var headRigidTransform = new RigidTransform(headTransform.rotation, headTransform.position);

        float3 pivotTorso         = math.transform(math.inverse(torsoRigidTransform), math.transform(headRigidTransform, pivotHead));
        float3 axis               = new float3(0, 1, 0);
        float3 perpendicular      = new float3(0, 0, 1);
        float  coneAngle          = math.PI / 5.0f;
        var    perpendicularAngle = new FloatRange {
            Max = math.PI
        };
        var twistAngle = new FloatRange(-math.PI / 3f, math.PI / 3f);

        var jointFrameTorso = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotTorso
        };
        var jointFrameHead = new JointFrame {
            Axis = axis, PerpendicularAxis = perpendicular, Position = pivotHead
        };

        JointData.CreateRagdoll(jointFrameTorso, jointFrameHead, coneAngle, perpendicularAngle, twistAngle, out jointData0, out jointData1);
    }
Beispiel #6
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        private static void ConvertJointFrame(JointFrame jfDest, string jointName, FrameElement srcFrame)
        {
            Matrix3D matrix;

            switch (jointName)
            {
                case "hip":
                    matrix = jfDest.Matrix;
                    JointFrame jfRoot = srcFrame.GetJointFrame("root");
                    Matrix3D rootMatrix = jfRoot.Matrix;
                    rootMatrix.OffsetX *= 4;
                    rootMatrix.OffsetY *= 4;
                    rootMatrix.OffsetZ *= 4;
                    rootMatrix.OffsetY += 12;
                    matrix.Append(rootMatrix);
                    jfDest.Matrix = matrix;
                    break;
                case "abdomen":
                    matrix = jfDest.Matrix;
                    JointFrame jfLower = srcFrame.GetJointFrame("lower_body");
                    Matrix3D lowerMatrix = jfLower.Matrix;
                    lowerMatrix.Invert();
                    matrix.Append(lowerMatrix);
                    jfDest.Matrix = matrix;
                    break;
                case "chest":
                    matrix = jfDest.Matrix;
                    //JointFrame jfUpper = srcFrame.GetJointFrame("upper_body");
                    //Matrix3D upperMatrix = jfUpper.Matrix;
                    //matrix.Append(upperMatrix);
                    jfDest.Matrix = matrix;
                    break;
                case "lShldr":
                    matrix = jfDest.Matrix;
                    matrix.RotatePrepend(new Quaternion(new Vector3D(0, 0, 1), -35));
                    jfDest.Matrix = matrix;
                    break;
                case "lForeArm":
                case "lHand":
                    matrix = jfDest.Matrix;
                    matrix.RotatePrepend(new Quaternion(new Vector3D(0, 0, 1), -35));
                    matrix.Rotate(new Quaternion(new Vector3D(0, 0, 1), 35));
                    jfDest.Matrix = matrix;
                    break;
                case "rShldr":
                    // jfDest.AddValue("Zrotation", 35);
                    matrix = jfDest.Matrix;
                    matrix.RotatePrepend(new Quaternion(new Vector3D(0, 0, 1), 35));
                    jfDest.Matrix = matrix;
                    break;
                case "rForeArm":
                case "rHand":
                    matrix = jfDest.Matrix;
                    matrix.RotatePrepend(new Quaternion(new Vector3D(0, 0, 1), 35));
                    matrix.Rotate(new Quaternion(new Vector3D(0, 0, 1), -35));
                    jfDest.Matrix = matrix;
                    break;
            }
        }
    protected override void Start()
    {
        base.Start();

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

        BlobAssetReference <Unity.Physics.Collider> collider = Unity.Physics.BoxCollider.Create(new BoxGeometry
        {
            Center      = float3.zero,
            Orientation = quaternion.identity,
            Size        = new float3(0.2f, 1.0f, 0.2f),
            BevelRadius = 0.0f
        });

        // Make some ragdoll joints
        for (int i = 0; i < 10; i++)
        {
            // Create a body
            Entity body = CreateDynamicBody(
                new float3((i - 4.5f) * 1.0f, 0, 0), quaternion.identity, collider, float3.zero, float3.zero, 1.0f);

            // Create the ragdoll joint
            float3 pivotLocal         = new float3(0, 0.5f, 0);
            float3 pivotInWorld       = math.transform(GetBodyTransform(body), pivotLocal);
            float3 axisLocal          = new float3(0, 1, 0);
            float3 perpendicularLocal = new float3(0, 0, 1);

            quaternion worldFromLocal     = Quaternion.AngleAxis((i - 4.5f) * 20.0f, new float3(0, 0, 1));
            float3     axisWorld          = math.mul(worldFromLocal, axisLocal);
            float3     perpendicularWorld = math.mul(worldFromLocal, perpendicularLocal);

            float maxConeAngle       = (float)math.PI / 4.0f;
            var   perpendicularAngle = new FloatRange(-math.PI / 2f, math.PI / 2f);
            var   twistAngle         = new FloatRange(-math.PI / 8f, math.PI / 8f);

            BlobAssetReference <JointData> ragdoll0, ragdoll1;
            var localFrame = new JointFrame {
                Axis = axisLocal, PerpendicularAxis = perpendicularLocal, Position = pivotLocal
            };
            var worldFrame = new JointFrame {
                Axis = axisWorld, PerpendicularAxis = perpendicularWorld, Position = pivotInWorld
            };
            JointData.CreateRagdoll(localFrame, worldFrame, maxConeAngle, perpendicularAngle, twistAngle, out ragdoll0, out ragdoll1);
            CreateJoint(ragdoll0, body, Entity.Null);
            CreateJoint(ragdoll1, body, Entity.Null);
        }
    }
        void ConvertFixedJoint(LegacyFixed joint)
        {
            var legacyWorldFromJointA = math.mul(
                new RigidTransform(joint.transform.rotation, joint.transform.position),
                new RigidTransform(quaternion.identity, joint.anchor)
                );

            RigidTransform worldFromBodyA  = Math.DecomposeRigidBodyTransform(joint.transform.localToWorldMatrix);
            var            connectedEntity = GetPrimaryEntity(joint.connectedBody);
            RigidTransform worldFromBodyB  = connectedEntity == Entity.Null
                ? RigidTransform.identity
                : Math.DecomposeRigidBodyTransform(joint.connectedBody.transform.localToWorldMatrix);

            var bodyAFromJoint = new JointFrame(math.mul(math.inverse(worldFromBodyA), legacyWorldFromJointA));
            var bodyBFromJoint = new JointFrame(math.mul(math.inverse(worldFromBodyB), legacyWorldFromJointA));

            var jointData = JointData.CreateFixed(bodyAFromJoint, bodyBFromJoint);

            CreateJointEntity(joint.gameObject, jointData, GetPrimaryEntity(joint.gameObject), joint.connectedBody == null ? Entity.Null : connectedEntity, joint.enableCollision);
        }
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);
        }
Beispiel #13
0
    public static void CreateShoulder(GameObject torso, GameObject upperArm, out BlobAssetReference <JointData> jointData0, out BlobAssetReference <JointData> jointData1)
    {
        float armLength = 2 * upperArm.transform.localScale.y;

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

        var torsoRigidTransform    = new RigidTransform(torso.transform.rotation, torso.transform.position);
        var upperArmRigidTransform = new RigidTransform(upperArm.transform.rotation, upperArm.transform.position);

        float3 pivotArm = new float3(sign * armLength / 2.0f, 0, 0);

        pivotArm = math.rotate(math.inverse(upperArmRigidTransform.rot), pivotArm);
        float3 pivotBody = math.transform(math.inverse(torsoRigidTransform), math.transform(upperArmRigidTransform, pivotArm));

        float3 twistAxis         = new float3(-1.0f * sign, 0, 0);
        float3 perpendicularAxis = new float3(0, 0, 1);

        float3 twistAxisArm   = math.rotate(math.inverse(upperArmRigidTransform), twistAxis);
        float3 twistAxisTorso = math.rotate(math.inverse(torsoRigidTransform), twistAxis);

        float3 perpendicularAxisArm   = math.rotate(math.inverse(upperArmRigidTransform), perpendicularAxis);
        float3 perpendicularAxisTorso = math.rotate(math.inverse(torsoRigidTransform), perpendicularAxis);

        float coneAngle          = math.PI / 4.0f;
        var   perpendicularAngle = new FloatRange(math.PI / 6f, math.PI * 5f / 6f);
        var   twistAngle         = new FloatRange(-0.0872665f, 0.0872665f);

        var jointFrameBody = new JointFrame {
            Axis = twistAxisTorso, PerpendicularAxis = perpendicularAxisTorso, Position = pivotBody
        };
        var jointFrameArm = new JointFrame {
            Axis = twistAxisArm, PerpendicularAxis = perpendicularAxisArm, Position = pivotArm
        };

        JointData.CreateRagdoll(jointFrameBody, jointFrameArm, coneAngle, perpendicularAngle, twistAngle, out jointData0, out jointData1);
    }
    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);
                var constraint = jointData.Value.Constraints[0];
                constraint.SpringDamping       = 0.0f;
                constraint.SpringFrequency     = 0.5f * (float)(i + 1);
                jointData.Value.Constraints[0] = constraint;
                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;
                    var frameLocal = new JointFrame {
                        Axis = axisLocal, PerpendicularAxis = perpendicularLocal, Position = pivotLocal
                    };
                    var frameWorld = new JointFrame {
                        Axis = axisInWorld, PerpendicularAxis = perpendicularInWorld, Position = pivotInWorld
                    };
                    jointData = JointData.CreateLimitedHinge(frameLocal, frameWorld, default);

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

                    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;
            var localFrame = new JointFrame {
                Axis = axisLocal, PerpendicularAxis = perpendicularLocal, Position = pivotLocal
            };
            var worldFrame = new JointFrame {
                Axis = axisInWorld, PerpendicularAxis = perpendicularInWorld, Position = pivotInWorld
            };
            jointData = JointData.CreatePrismatic(localFrame, worldFrame, new FloatRange(-2f, 2f), default);
            var constraint = jointData.Value.Constraints[0];
            constraint.SpringDamping       = 0.0f;
            constraint.SpringFrequency     = 5.0f;
            jointData.Value.Constraints[0] = constraint;
            CreateJoint(jointData, body, Entity.Null);
        }
    }
    private void CreateRagdoll(float3 positionOffset, quaternion rotationOffset, int ragdollIndex = 1, bool internalCollisions = false)
    {
        var 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(new SphereGeometry
            {
                Center = float3.zero,
                Radius = 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.TempJob);
            for (int i = 0; i < torsoMesh.vertices.Length; i++)
            {
                points[i] = torsoMesh.vertices[i];
            }
            BlobAssetReference <Unity.Physics.Collider> collider = ConvexCollider.Create(
                points, ConvexHullGenerationParameters.Default, CollisionFilter.Default
                );
            points.Dispose();
            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;
            var    perpendicularAngle = new FloatRange {
                Max = math.PI
            };                                                         // unlimited
            var twistAngle = new FloatRange(-math.PI / 3f, math.PI / 3f);

            var headFrame = new JointFrame {
                Axis = axis, PerpendicularAxis = perpendicular, Position = pivotHead
            };
            var bodyFrame = new JointFrame {
                Axis = axis, PerpendicularAxis = perpendicular, Position = pivotBody
            };
            BlobAssetReference <JointData> ragdoll0, ragdoll1;
            JointData.CreateRagdoll(headFrame, bodyFrame, coneAngle, perpendicularAngle, 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 CapsuleGeometry
            {
                Vertex0 = new float3(-armLength / 2, 0, 0),
                Vertex1 = new float3(armLength / 2, 0, 0),
                Radius  = armRadius
            }, armUpperFilter);
            BlobAssetReference <Unity.Physics.Collider> foreArmCollider = Unity.Physics.CapsuleCollider.Create(new CapsuleGeometry
            {
                Vertex0 = new float3(-armLength / 2, 0, 0),
                Vertex1 = new float3(armLength / 2, 0, 0),
                Radius  = 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 CapsuleGeometry
            {
                Vertex0 = new float3(-handLength / 2, 0, 0),
                Vertex1 = new float3(handLength / 2, 0, 0),
                Radius  = 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;
                    var    perpendicularAngle = new FloatRange {
                        Max = math.PI / 2f
                    };
                    var twistAngle = new FloatRange(-math.PI / 4f, math.PI / 4f);

                    var armFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotArm
                    };
                    var bodyFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotBody
                    };
                    BlobAssetReference <JointData> ragdoll0, ragdoll1;
                    JointData.CreateRagdoll(armFrame, bodyFrame, coneAngle, perpendicularAngle, 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);

                    var lowerArmFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotFore
                    };
                    var upperArmFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotUpper
                    };
                    BlobAssetReference <JointData> hinge =
                        JointData.CreateLimitedHinge(lowerArmFrame, upperArmFrame, new FloatRange {
                        Max = 3f
                    });
                    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);

                    var handFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotHand
                    };
                    var forearmFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotFore
                    };
                    BlobAssetReference <JointData> hinge =
                        JointData.CreateLimitedHinge(handFrame, forearmFrame, new FloatRange(-0.3f, 0.6f));
                    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 CapsuleGeometry
            {
                Vertex0 = new float3(-pelvisLength / 2, 0, 0),
                Vertex1 = new float3(pelvisLength / 2, 0, 0),
                Radius  = 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;
            var    perpendicularAngle = new FloatRange(-0.1f, math.PI);
            var    twistAngle         = new FloatRange(-0.1f, 0.1f);

            BlobAssetReference <JointData> ragdoll0, ragdoll1;
            var pelvisFrame = new JointFrame {
                Axis = axis, PerpendicularAxis = perpendicular, Position = pivotPelvis
            };
            var torsoFrame = new JointFrame {
                Axis = axis, PerpendicularAxis = perpendicular, Position = pivotTorso
            };
            JointData.CreateRagdoll(pelvisFrame, torsoFrame, coneAngle, perpendicularAngle, 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 CapsuleGeometry
            {
                Vertex0 = new float3(0, -thighLength / 2, 0),
                Vertex1 = new float3(0, thighLength / 2, 0),
                Radius  = 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 CapsuleGeometry
            {
                Vertex0 = new float3(0, -calfLength / 2, 0),
                Vertex1 = new float3(0, calfLength / 2, 0),
                Radius  = 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 CapsuleGeometry
            {
                Vertex0 = new float3(0),
                Vertex1 = new float3(0, 0, footLength),
                Radius  = 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;

                    var perpendicularAngle = new FloatRange {
                        Max = 0.2f + math.PI / 2.0f
                    };
                    var twistAngle = new FloatRange(-0.2f, 0.2f);

                    var upperLegFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotThigh
                    };
                    var bodyFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotBody
                    };
                    BlobAssetReference <JointData> ragdoll0, ragdoll1;
                    JointData.CreateRagdoll(upperLegFrame, bodyFrame, coneAngle, perpendicularAngle, 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);

                    var lowerLegFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotCalf
                    };
                    var upperLegFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotThigh
                    };
                    BlobAssetReference <JointData> hinge =
                        JointData.CreateLimitedHinge(lowerLegFrame, upperLegFrame, new FloatRange {
                        Min = -1.2f
                    });
                    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);

                    var footFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotFoot
                    };
                    var lowerLegFrame = new JointFrame {
                        Axis = axis, PerpendicularAxis = perpendicular, Position = pivotCalf
                    };
                    BlobAssetReference <JointData> hinge =
                        JointData.CreateLimitedHinge(footFrame, lowerLegFrame, new FloatRange(-0.4f, 0.1f));
                    CreateJoint(hinge, foot, calf);
                }
            }
        }

        var entityManager = BasePhysicsDemo.DefaultWorld.EntityManager;

        // 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);
            }
        }
    }
        BlobAssetReference <JointData> CreateConfigurableJoint(
            quaternion jointFrameOrientation,
            LegacyJoint joint, bool3 linearLocks, bool3 linearLimited, SoftJointLimit linearLimit, SoftJointLimitSpring linearSpring, bool3 angularFree, bool3 angularLocks,
            bool3 angularLimited, SoftJointLimit lowAngularXLimit, SoftJointLimit highAngularXLimit, SoftJointLimitSpring angularXLimitSpring, SoftJointLimit angularYLimit,
            SoftJointLimit angularZLimit, SoftJointLimitSpring angularYZLimitSpring)
        {
            var constraints = new NativeList <Constraint>(Allocator.Temp);

            // TODO: investigate mapping PhysX spring and damping to Unity Physics SpringFrequency and SpringDamping
            var springFrequency = Constraint.DefaultSpringFrequency;
            var springDamping   = Constraint.DefaultSpringDamping;

            if (angularLimited[0])
            {
                constraints.Add(Constraint.Twist(0, math.radians(new FloatRange(-highAngularXLimit.limit, -lowAngularXLimit.limit)), springFrequency, springDamping));
            }

            if (angularLimited[1])
            {
                constraints.Add(Constraint.Twist(1, math.radians(new FloatRange(-angularYLimit.limit, angularYLimit.limit)), springFrequency, springDamping));
            }

            if (angularLimited[2])
            {
                constraints.Add(Constraint.Twist(2, math.radians(new FloatRange(-angularZLimit.limit, angularZLimit.limit)), springFrequency, springDamping));
            }

            if (math.any(linearLimited))
            {
                constraints.Add(new Constraint
                {
                    ConstrainedAxes = linearLimited,
                    Type            = ConstraintType.Linear,
                    Min             = math.csum((int3)linearLimited) == 1 ? -linearLimit.limit : 0f,
                    Max             = linearLimit.limit,
                    SpringFrequency = springFrequency,
                    SpringDamping   = springDamping
                });
            }

            if (math.any(linearLocks))
            {
                constraints.Add(new Constraint
                {
                    ConstrainedAxes = linearLocks,
                    Type            = ConstraintType.Linear,
                    Min             = 0,
                    Max             = 0,
                    SpringFrequency = springFrequency,
                    SpringDamping   = springDamping
                });
            }

            if (math.any(angularLocks))
            {
                constraints.Add(new Constraint
                {
                    ConstrainedAxes = angularLocks,
                    Type            = ConstraintType.Angular,
                    Min             = 0,
                    Max             = 0,
                    SpringFrequency = springFrequency,
                    SpringDamping   = springDamping
                });
            }

            RigidTransform worldFromBodyA = Math.DecomposeRigidBodyTransform(joint.transform.localToWorldMatrix);
            RigidTransform worldFromBodyB = joint.connectedBody == null
                ? RigidTransform.identity
                : Math.DecomposeRigidBodyTransform(joint.connectedBody.transform.localToWorldMatrix);

            var legacyWorldFromJointA = math.mul(
                new RigidTransform(joint.transform.rotation, joint.transform.position),
                new RigidTransform(jointFrameOrientation, joint.anchor)
                );
            var bodyAFromJoint = new JointFrame(math.mul(math.inverse(worldFromBodyA), legacyWorldFromJointA));

            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, bodyAFromJoint.Axis),
                PerpendicularAxis = math.mul(bFromA.rot, bodyAFromJoint.PerpendicularAxis),
                Position          = math.mul(bFromBSource, new float4(joint.connectedAnchor, 1f)).xyz
            };

            var jointData = JointData.Create(bodyAFromJoint, bodyBFromJoint, constraints);

            constraints.Dispose();

            return(jointData);
        }