public void Execute(
                Entity entity, int jobIndex,
                [WriteOnly] ref WallHitResultData result,
                [ReadOnly] ref GroundHitSphereData sphere,
                [WriteOnly] ref Translation pos,
                [WriteOnly] ref Rotation rot
                )
            {
                //var rtf = new RigidTransform( rot.Value, pos.Value );

                var hitInput = new PointDistanceInput
                {
                    Position    = pos.Value,//math.transform( rtf, sphere.Center ),
                    MaxDistance = sphere.Distance,
                    Filter      = sphere.Filter,
                };
                //var isHit = this.CollisionWorld.CalculateDistance( hitInput, ref a );// 自身のコライダを除外できればシンプルになるんだが…

                var collector = new ClosestHitExcludeSelfCollector <DistanceHit>(sphere.Distance, entity, this.MainEntities);
                //var collector = new ClosestHitCollector<DistanceHit>( sphere.Distance );
                var isHit = this.CollisionWorld.CalculateDistance(hitInput, ref collector);

                if (collector.NumHits == 0)
                {
                    return;
                }


                result.IsHit = true;

                var n = collector.ClosestHit.SurfaceNormal;
                var p = collector.ClosestHit.Position;

                pos.Value = p + n * sphere.Distance;

                var right        = math.mul(rot.Value, new float3(1.0f, 0.0f, 0.0f));
                var forward      = math.cross(n, right);
                var safe_forward = math.select(math.forward(rot.Value), forward, math.dot(right, n) > 0.001f);

                rot.Value = quaternion.LookRotation(safe_forward, n);
            }
            bool raycastHitToWall_
            (
                ref PhysicsVelocity v, ref float3 pos, ref quaternion rot, float dt,
                float3 origin, float3 gndray, float bodySize, float3 fwddir,
                Entity ent, CollisionFilter filter,
                ComponentDataFromEntity <Bone.MainEntityLinkData> mainEntities
            )
            {
                var h = raycast(ref this.CollisionWorld, origin, gndray, ent, filter, mainEntities);

                //var (isHit, hit) = raycast( ref this.CollisionWorld, origin, gndray, ent, filter );

                if (h.isHit)
                {
                    var newposrot = caluclateWallPosture
                                    //var (newpos, newrot) = caluclateWallPosture
                                        (origin, h.hit.Position, h.hit.SurfaceNormal, fwddir, bodySize);

                    var rdt = math.rcp(dt);
                    v.Linear = (newposrot.pos - pos) * rdt;
                    //pos = newposrot.pos;

                    //var invprev = math.inverse( newposrot.rot );
                    //var drot = math.mul( invprev, rot );
                    //var angle = math.acos( drot.value.w ) * 2.0f;
                    //var sin = math.sin( angle );
                    //var axis = drot.value.As_float3() * math.rcp( sin );
                    //var invprev = math.inverse( newposrot.rot );
                    //var drot = math.mul( invprev, rot );
                    //var axis = drot.value.As_float3();
                    //var angle = math.lengthsq( drot );
                    //v.Angular = axis * ( angle * rdt );
                    v.Angular = float3.zero;
                    rot       = newposrot.rot;
                }

                return(h.isHit);


                HitFlagAndResult raycast
                //( bool isHit, RaycastHit hit) raycast
                (
                    ref PhysicsWorld cw, float3 origin_, float3 ray_, Entity ent_, CollisionFilter filter_,
                    ComponentDataFromEntity <Bone.MainEntityLinkData> mainEntities_
                )
                {
                    var hitInput = new RaycastInput
                    {
                        Start  = origin_,
                        End    = origin_ + ray_,
                        Filter = filter_,
                    };
                    var collector = new ClosestHitExcludeSelfCollector <RaycastHit>(1.0f, ent, mainEntities_);

                    //var collector = new ClosestHitCollector<RaycastHit>( 1.0f );
                    /*var isHit = */
                    cw.CastRay(hitInput, ref collector);

                    return(new HitFlagAndResult {
                        isHit = collector.NumHits > 0, hit = collector.ClosestHit
                    });
                    //return (collector.NumHits > 0, collector.ClosestHit);
                }

                PosAndRot caluclateWallPosture
                //( float3 newpos, quaternion newrot) caluclateWallPosture
                    (float3 o, float3 p, float3 n, float3 up, float r)
                {
                    var f = p - o;
                    var w = f - math.dot(f, n) * n;

                    var upsign = math.sign(math.dot(up, w));
                    var newfwd = math.select(up, math.normalize(w * upsign), math.lengthsq(w) > 0.001f);
                    //var newfwd = math.lengthsq(w) > 0.001f ? math.normalize( w * math.sign( math.dot( up, w ) ) ) : up;
                    var newpos = p + n * r;
                    var newrot = quaternion.LookRotation(newfwd, n);

                    return(new PosAndRot {
                        pos = newpos, rot = newrot
                    });
                    //return (newpos, newrot);
                }
            }