Ejemplo n.º 1
0
        public unsafe override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(0, 9, -40);
            camera.Yaw      = MathHelper.Pi;
            camera.Pitch    = 0;
            var filters = new BodyProperty <SubgroupCollisionFilter>();

            Simulation = Simulation.Create(BufferPool, new SubgroupFilteredCallbacks {
                CollisionFilters = filters
            }, new DemoPoseIntegratorCallbacks(new Vector3(0, -10, 0)));

            int ragdollIndex = 0;
            var spacing      = new Vector3(1.7f, 1.8f, 0.5f);
            int width        = 4;
            int height       = 4;
            int length       = 44;
            var origin       = -0.5f * spacing * new Vector3(width - 1, 0, length - 1) + new Vector3(0, 5f, 0);

            for (int i = 0; i < width; ++i)
            {
                for (int j = 0; j < height; ++j)
                {
                    for (int k = 0; k < length; ++k)
                    {
                        RagdollDemo.AddRagdoll(origin + spacing * new Vector3(i, j, k), Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), MathHelper.Pi * 0.05f), ragdollIndex++, filters, Simulation);
                    }
                }
            }

            var         tubeCenter      = new Vector3(0, 8, 0);
            const int   panelCount      = 20;
            const float tubeRadius      = 6;
            var         panelShape      = new Box((float)Math.PI * 2 * tubeRadius / panelCount, 1, 80);
            var         panelShapeIndex = Simulation.Shapes.Add(panelShape);
            var         builder         = new CompoundBuilder(BufferPool, Simulation.Shapes, panelCount + 1);

            for (int i = 0; i < panelCount; ++i)
            {
                var rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, i * MathHelper.TwoPi / panelCount);
                Quaternion.TransformUnitY(rotation, out var localUp);
                var position = localUp * tubeRadius;
                builder.AddForKinematic(panelShapeIndex, new RigidPose(position, rotation), 1);
            }
            builder.AddForKinematic(Simulation.Shapes.Add(new Box(1, 2, panelShape.Length)), new RigidPose(new Vector3(0, tubeRadius - 1, 0)), 0);
            builder.BuildKinematicCompound(out var children);
            var compound = new BigCompound(children, Simulation.Shapes, BufferPool);

            Simulation.Bodies.Add(BodyDescription.CreateKinematic(tubeCenter, new BodyVelocity(default, new Vector3(0, 0, .25f)), new CollidableDescription(Simulation.Shapes.Add(compound), 0.1f), new BodyActivityDescription()));
Ejemplo n.º 2
0
        public unsafe override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(25, 4, 40);
            camera.Yaw      = 0;
            Simulation      = Simulation.Create(BufferPool, new TestCallbacks());

            Simulation.PoseIntegrator.Gravity = new Vector3(0, -10, 0);

            var shapeA      = new Box(.75f, 1, .5f);
            var shapeIndexA = Simulation.Shapes.Add(shapeA);
            var collidableA = new CollidableDescription(shapeIndexA, 0.1f);
            var shapeB      = new Box(.75f, 1, .5f);
            var shapeIndexB = Simulation.Shapes.Add(shapeB);
            var collidableB = new CollidableDescription(shapeIndexB, 0.1f);
            var activity    = new BodyActivityDescription(0.01f);

            shapeA.ComputeInertia(1, out var inertiaA);
            shapeA.ComputeInertia(1, out var inertiaB);
            var nextX = -10f;

            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 3, 0), inertiaA, collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(x, 3, 0), collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new AngularHinge {
                    LocalHingeAxisA = new Vector3(0, 1, 0), LocalHingeAxisB = new Vector3(0, 1, 0), SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(x, 3, 0), collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new Hinge
                {
                    LocalOffsetA    = new Vector3(0, 1, 0),
                    LocalHingeAxisA = new Vector3(0, 1, 0),
                    LocalOffsetB    = new Vector3(0, -1, 0),
                    LocalHingeAxisB = new Vector3(0, 1, 0),
                    SpringSettings  = new SpringSettings(30, 1)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(x, 3, 0), collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new AngularSwivelHinge {
                    LocalSwivelAxisA = new Vector3(1, 0, 0), LocalHingeAxisB = new Vector3(0, 1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new SwingLimit {
                    AxisLocalA = new Vector3(0, 1, 0), AxisLocalB = new Vector3(0, 1, 0), MaximumSwingAngle = MathHelper.PiOver2, SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(x, 3, 0), collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new SwivelHinge
                {
                    LocalOffsetA     = new Vector3(0, 1, 0),
                    LocalSwivelAxisA = new Vector3(1, 0, 0),
                    LocalOffsetB     = new Vector3(0, -1, 0),
                    LocalHingeAxisB  = new Vector3(0, 1, 0),
                    SpringSettings   = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new SwingLimit {
                    AxisLocalA = new Vector3(0, 1, 0), AxisLocalB = new Vector3(0, 1, 0), MaximumSwingAngle = MathHelper.PiOver2, SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(x, 3, 0), collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new TwistServo
                {
                    LocalBasisA    = RagdollDemo.CreateBasis(new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
                    LocalBasisB    = RagdollDemo.CreateBasis(new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
                    TargetAngle    = MathHelper.PiOver4,
                    SpringSettings = new SpringSettings(30, 1),
                    ServoSettings  = new ServoSettings(float.MaxValue, 0, float.MaxValue)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(x, 3, 0), collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new TwistLimit
                {
                    LocalBasisA    = RagdollDemo.CreateBasis(new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
                    LocalBasisB    = RagdollDemo.CreateBasis(new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
                    MinimumAngle   = MathHelper.Pi * -0.5f,
                    MaximumAngle   = MathHelper.Pi * 0.95f,
                    SpringSettings = new SpringSettings(30, 1),
                });
                Simulation.Solver.Add(a, b, new AngularHinge {
                    LocalHingeAxisA = new Vector3(0, 1, 0), LocalHingeAxisB = new Vector3(0, 1, 0), SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(x, 3, 0), collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new TwistMotor
                {
                    LocalAxisA     = new Vector3(0, 1, 0),
                    LocalAxisB     = new Vector3(0, 1, 0),
                    TargetVelocity = MathHelper.Pi * 2,
                    Settings       = new MotorSettings(float.MaxValue, 0.1f)
                });
                Simulation.Solver.Add(a, b, new AngularHinge {
                    LocalHingeAxisA = new Vector3(0, 1, 0), LocalHingeAxisB = new Vector3(0, 1, 0), SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateKinematic(new Vector3(x, 3, 0), collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new AngularServo
                {
                    TargetRelativeRotationLocalA = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), MathHelper.PiOver2),
                    ServoSettings  = new ServoSettings(float.MaxValue, 0, 12f),
                    SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var x = GetNextPosition(ref nextX);
                var a = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 3, 0), inertiaA, collidableA, activity));
                var b = Simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new AngularMotor {
                    TargetVelocityLocalA = new Vector3(0, 1, 0), Settings = new MotorSettings(15, 0.0001f)
                });
            }
            {
                var x            = GetNextPosition(ref nextX);
                var aDescription = BodyDescription.CreateDynamic(new Vector3(x, 3, 0), inertiaA, collidableA, activity);
                var bDescription = BodyDescription.CreateDynamic(new Vector3(x, 5, 0), inertiaB, collidableB, activity);
                //aDescription.Velocity.Angular = new Vector3(0, 0, 5);
                var a = Simulation.Bodies.Add(aDescription);
                var b = Simulation.Bodies.Add(bDescription);
                Simulation.Solver.Add(a, b, new Weld {
                    LocalOffset = new Vector3(0, 2, 0), LocalOrientation = Quaternion.Identity, SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var x      = GetNextPosition(ref nextX);
                var sphere = new Sphere(0.125f);
                //Treat each vertex as a point mass that cannot rotate.
                var sphereInertia = new BodyInertia {
                    InverseMass = 1
                };
                var sphereCollidable = new CollidableDescription(Simulation.Shapes.Add(sphere), 0.1f);
                var a                   = new Vector3(x, 3, 0);
                var b                   = new Vector3(x, 4, 0);
                var c                   = new Vector3(x, 3, 1);
                var d                   = new Vector3(x + 1, 3, 0);
                var aDescription        = BodyDescription.CreateDynamic(a, sphereInertia, sphereCollidable, activity);
                var bDescription        = BodyDescription.CreateDynamic(b, sphereInertia, sphereCollidable, activity);
                var cDescription        = BodyDescription.CreateDynamic(c, sphereInertia, sphereCollidable, activity);
                var dDescription        = BodyDescription.CreateDynamic(d, sphereInertia, sphereCollidable, activity);
                var aHandle             = Simulation.Bodies.Add(aDescription);
                var bHandle             = Simulation.Bodies.Add(bDescription);
                var cHandle             = Simulation.Bodies.Add(cDescription);
                var dHandle             = Simulation.Bodies.Add(dDescription);
                var distanceSpringiness = new SpringSettings(3f, 1);
                Simulation.Solver.Add(aHandle, bHandle, new CenterDistanceConstraint(Vector3.Distance(a, b), distanceSpringiness));
                Simulation.Solver.Add(aHandle, cHandle, new CenterDistanceConstraint(Vector3.Distance(a, c), distanceSpringiness));
                Simulation.Solver.Add(aHandle, dHandle, new CenterDistanceConstraint(Vector3.Distance(a, d), distanceSpringiness));
                Simulation.Solver.Add(bHandle, cHandle, new CenterDistanceConstraint(Vector3.Distance(b, c), distanceSpringiness));
                Simulation.Solver.Add(bHandle, dHandle, new CenterDistanceConstraint(Vector3.Distance(b, d), distanceSpringiness));
                Simulation.Solver.Add(cHandle, dHandle, new CenterDistanceConstraint(Vector3.Distance(c, d), distanceSpringiness));
                Simulation.Solver.Add(aHandle, bHandle, cHandle, dHandle, new VolumeConstraint(a, b, c, d, new SpringSettings(30, 1)));
            }
            {
                var x            = GetNextPosition(ref nextX);
                var aDescription = BodyDescription.CreateDynamic(new Vector3(x, 3, 0), inertiaA, collidableA, activity);
                var bDescription = BodyDescription.CreateDynamic(new Vector3(x, 6, 0), inertiaB, collidableB, activity);
                var a            = Simulation.Bodies.Add(aDescription);
                var b            = Simulation.Bodies.Add(bDescription);
                Simulation.Solver.Add(a, b, new DistanceServo(new Vector3(0, 0.55f, 0), new Vector3(0, -0.55f, 0), 1.9f, new SpringSettings(30, 1), ServoSettings.Default));
            }
            {
                var x            = GetNextPosition(ref nextX);
                var aDescription = BodyDescription.CreateDynamic(new Vector3(x, 3, 0), inertiaA, collidableA, activity);
                var bDescription = BodyDescription.CreateDynamic(new Vector3(x, 6, 0), inertiaB, collidableB, activity);
                var a            = Simulation.Bodies.Add(aDescription);
                var b            = Simulation.Bodies.Add(bDescription);
                Simulation.Solver.Add(a, b, new DistanceLimit(new Vector3(0, 0.55f, 0), new Vector3(0, -0.55f, 0), 1f, 3, new SpringSettings(30, 1)));
            }
            {
                var x      = GetNextPosition(ref nextX);
                var sphere = new Sphere(0.125f);
                //Treat each vertex as a point mass that cannot rotate.
                var sphereInertia = new BodyInertia {
                    InverseMass = 1
                };
                var sphereCollidable = new CollidableDescription(Simulation.Shapes.Add(sphere), 0.1f);
                var a                   = new Vector3(x, 3, 0);
                var b                   = new Vector3(x, 4, 0);
                var c                   = new Vector3(x + 1, 3, 0);
                var aDescription        = BodyDescription.CreateDynamic(a, sphereInertia, sphereCollidable, activity);
                var bDescription        = BodyDescription.CreateDynamic(b, sphereInertia, sphereCollidable, activity);
                var cDescription        = BodyDescription.CreateDynamic(c, sphereInertia, sphereCollidable, activity);
                var aHandle             = Simulation.Bodies.Add(aDescription);
                var bHandle             = Simulation.Bodies.Add(bDescription);
                var cHandle             = Simulation.Bodies.Add(cDescription);
                var distanceSpringiness = new SpringSettings(3f, 1);
                Simulation.Solver.Add(aHandle, bHandle, new CenterDistanceConstraint(Vector3.Distance(a, b), distanceSpringiness));
                Simulation.Solver.Add(aHandle, cHandle, new CenterDistanceConstraint(Vector3.Distance(a, c), distanceSpringiness));
                Simulation.Solver.Add(bHandle, cHandle, new CenterDistanceConstraint(Vector3.Distance(b, c), distanceSpringiness));
                Simulation.Solver.Add(aHandle, bHandle, cHandle, new AreaConstraint(a, b, c, new SpringSettings(30, 1)));
            }
            {
                var x            = GetNextPosition(ref nextX);
                var aDescription = BodyDescription.CreateDynamic(new Vector3(x, 3, 0), default, collidableA, activity);
Ejemplo n.º 3
0
        public unsafe override void Initialize(ContentArchive content, Camera camera)
        {
            camera.Position = new Vector3(0, 4, 15);
            camera.Yaw      = 0;
            Simulation      = Simulation.Create(BufferPool, new TestCallbacks());

            Simulation.PoseIntegrator.Gravity = new Vector3(0, -10, 0);

            var shapeA = new Box(.75f, 1, .5f);
            var shapeB = new Box(.75f, 1, .5f);

            shapeA.ComputeInertia(1, out var inertiaA);
            shapeA.ComputeInertia(1, out var inertiaB);
            {
                var a = Simulation.Bodies.Add(new BodyDescription(new Vector3(-10, 3, 0), inertiaA, Simulation.Shapes.Add(shapeA), 0.1f, new BodyActivityDescription(0.01f)));
                var b = Simulation.Bodies.Add(new BodyDescription(new Vector3(-10, 5, 0), inertiaB, Simulation.Shapes.Add(shapeB), 0.1f, new BodyActivityDescription(0.01f)));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var a = Simulation.Bodies.Add(new BodyDescription(new Vector3(-7, 3, 0), new BodyInertia(), Simulation.Shapes.Add(shapeA), 0.1f, new BodyActivityDescription(0.01f)));
                var b = Simulation.Bodies.Add(new BodyDescription(new Vector3(-7, 5, 0), inertiaB, Simulation.Shapes.Add(shapeB), 0.1f, new BodyActivityDescription(0.01f)));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new AngularHinge {
                    HingeAxisLocalA = new Vector3(0, 1, 0), HingeAxisLocalB = new Vector3(0, 1, 0), SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var a = Simulation.Bodies.Add(new BodyDescription(new Vector3(-4, 3, 0), new BodyInertia(), Simulation.Shapes.Add(shapeA), 0.1f, new BodyActivityDescription(0.01f)));
                var b = Simulation.Bodies.Add(new BodyDescription(new Vector3(-4, 5, 0), inertiaB, Simulation.Shapes.Add(shapeB), 0.1f, new BodyActivityDescription(0.01f)));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new AngularSwivelHinge {
                    SwivelAxisLocalA = new Vector3(0, 1, 0), HingeAxisLocalB = new Vector3(1, 0, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new SwingLimit {
                    AxisLocalA = new Vector3(0, 1, 0), AxisLocalB = new Vector3(0, 1, 0), MaximumSwingAngle = MathHelper.PiOver2, SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var a = Simulation.Bodies.Add(new BodyDescription(new Vector3(-1, 3, 0), new BodyInertia(), Simulation.Shapes.Add(shapeA), 0.1f, new BodyActivityDescription(0.01f)));
                var b = Simulation.Bodies.Add(new BodyDescription(new Vector3(-1, 5, 0), inertiaB, Simulation.Shapes.Add(shapeB), 0.1f, new BodyActivityDescription(0.01f)));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new TwistServo
                {
                    LocalBasisA    = RagdollDemo.CreateBasis(new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
                    LocalBasisB    = RagdollDemo.CreateBasis(new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
                    TargetAngle    = MathHelper.PiOver4,
                    SpringSettings = new SpringSettings(30, 1),
                    ServoSettings  = new ServoSettings(float.MaxValue, 0, float.MaxValue)
                });
            }
            {
                var a = Simulation.Bodies.Add(new BodyDescription(new Vector3(2, 3, 0), new BodyInertia(), Simulation.Shapes.Add(shapeA), 0.1f, new BodyActivityDescription(0.01f)));
                var b = Simulation.Bodies.Add(new BodyDescription(new Vector3(2, 5, 0), inertiaB, Simulation.Shapes.Add(shapeB), 0.1f, new BodyActivityDescription(0.01f)));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new TwistLimit
                {
                    LocalBasisA    = RagdollDemo.CreateBasis(new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
                    LocalBasisB    = RagdollDemo.CreateBasis(new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
                    MinimumAngle   = MathHelper.Pi * -0.5f,
                    MaximumAngle   = MathHelper.Pi * 0.95f,
                    SpringSettings = new SpringSettings(30, 1),
                });
                Simulation.Solver.Add(a, b, new AngularHinge {
                    HingeAxisLocalA = new Vector3(0, 1, 0), HingeAxisLocalB = new Vector3(0, 1, 0), SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var a = Simulation.Bodies.Add(new BodyDescription(new Vector3(5, 3, 0), new BodyInertia(), Simulation.Shapes.Add(shapeA), 0.1f, new BodyActivityDescription(0.01f)));
                var b = Simulation.Bodies.Add(new BodyDescription(new Vector3(5, 5, 0), inertiaB, Simulation.Shapes.Add(shapeB), 0.1f, new BodyActivityDescription(0.01f)));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new TwistMotor
                {
                    LocalAxisA     = new Vector3(0, 1, 0),
                    LocalAxisB     = new Vector3(0, 1, 0),
                    TargetVelocity = MathHelper.Pi * 2,
                    Settings       = new MotorSettings(float.MaxValue, 0.1f)
                });
                Simulation.Solver.Add(a, b, new AngularHinge {
                    HingeAxisLocalA = new Vector3(0, 1, 0), HingeAxisLocalB = new Vector3(0, 1, 0), SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var a = Simulation.Bodies.Add(new BodyDescription(new Vector3(8, 3, 0), new BodyInertia(), Simulation.Shapes.Add(shapeA), 0.1f, new BodyActivityDescription(0.01f)));
                var b = Simulation.Bodies.Add(new BodyDescription(new Vector3(8, 5, 0), inertiaB, Simulation.Shapes.Add(shapeB), 0.1f, new BodyActivityDescription(0.01f)));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new AngularServo
                {
                    TargetRelativeRotationLocalA = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), MathHelper.PiOver2),
                    ServoSettings  = new ServoSettings(float.MaxValue, 0, 12f),
                    SpringSettings = new SpringSettings(30, 1)
                });
            }
            {
                var a = Simulation.Bodies.Add(new BodyDescription(new Vector3(11, 3, 0), inertiaA, Simulation.Shapes.Add(shapeA), 0.1f, new BodyActivityDescription(0.01f)));
                var b = Simulation.Bodies.Add(new BodyDescription(new Vector3(11, 5, 0), inertiaB, Simulation.Shapes.Add(shapeB), 0.1f, new BodyActivityDescription(0.01f)));
                Simulation.Solver.Add(a, b, new BallSocket {
                    LocalOffsetA = new Vector3(0, 1, 0), LocalOffsetB = new Vector3(0, -1, 0), SpringSettings = new SpringSettings(30, 1)
                });
                Simulation.Solver.Add(a, b, new AngularMotor {
                    TargetVelocityLocalA = new Vector3(0, 1, 0), Settings = new MotorSettings(15, 0.0001f)
                });
            }

            Simulation.Statics.Add(new StaticDescription(new Vector3(), new CollidableDescription(Simulation.Shapes.Add(new Box(256, 1, 256)), 0.1f)));
        }