Keeps the angle between the axes attached to two entities below some maximum value.
Наследование: JointLimit, I1DImpulseConstraintWithError, I1DJacobianConstraint
Пример #1
0
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public TwistTestDemo(DemosGame game)
            : base(game)
        {
            var a = new Box(new Vector3(-2, 2, 0), 1, 2, 2, 5);
            var b = new Box(new Vector3(2, 2, 0), 1, 2, 2, 5);
            b.Orientation = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), MathHelper.PiOver4);
            Space.Add(a);
            Space.Add(b);

            var twistJoint = new TwistJoint(a, b, a.OrientationMatrix.Right, b.OrientationMatrix.Right);
            var twistMotor = new TwistMotor(a, b, a.OrientationMatrix.Right, b.OrientationMatrix.Right);
            twistMotor.Settings.Mode = MotorMode.Servomechanism;

            //Space.Add(twistJoint);
            Space.Add(twistMotor);

            var ballSocketJoint = new BallSocketJoint(a, b, (a.Position + b.Position) * 0.5f);
            var swingLimit = new SwingLimit(a, b, a.OrientationMatrix.Right, a.OrientationMatrix.Right, MathHelper.PiOver2);

            Space.Add(ballSocketJoint);
            Space.Add(swingLimit);

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
Пример #2
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public DogbotDemo(DemosGame game)
            : base(game)
        {
            Entity body = new Box(new Vector3(0, 0, 0), 4, 2, 2, 20);
            Space.Add(body);

            Entity head = new Cone(body.Position + new Vector3(3.2f, .3f, 0), 1.5f, .7f, 4);
            head.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.PiOver2);
            Space.Add(head);

            //Attach the head to the body
            var universalJoint = new UniversalJoint(body, head, head.Position + new Vector3(-.8f, 0, 0));
            Space.Add(universalJoint);
            //Keep the head from swinging around too much.
            var angleLimit = new SwingLimit(body, head, Vector3.Right, Vector3.Right, MathHelper.PiOver4);
            Space.Add(angleLimit);

            var tail = new Box(body.Position + new Vector3(-3f, 1f, 0), 1.6f, .1f, .1f, 4);
            Space.Add(tail);
            //Keep the tail from twisting itself off.
            universalJoint = new UniversalJoint(body, tail, tail.Position + new Vector3(.8f, 0, 0));
            Space.Add(universalJoint);

            //Give 'em some floppy ears.
            var ear = new Box(head.Position + new Vector3(-.2f, 0, -.65f), .01f, .7f, .2f, 1);
            Space.Add(ear);

            var ballSocketJoint = new BallSocketJoint(head, ear, head.Position + new Vector3(-.2f, .35f, -.65f));
            Space.Add(ballSocketJoint);

            ear = new Box(head.Position + new Vector3(-.2f, 0, .65f), .01f, .7f, .3f, 1);
            Space.Add(ear);

            ballSocketJoint = new BallSocketJoint(head, ear, head.Position + new Vector3(-.2f, .35f, .65f));
            Space.Add(ballSocketJoint);

            Box arm;
            Cylinder shoulder;
            PointOnLineJoint pointOnLineJoint;

            //*************  First Arm   *************//
            arm = new Box(body.Position + new Vector3(-1.8f, -.5f, 1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(-1.8f, .3f, 1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            var axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            shoulder.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.Pi); //Force the walker's legs out of phase.

            //*************  Second Arm   *************//
            arm = new Box(body.Position + new Vector3(1.8f, -.5f, 1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(1.8f, .3f, 1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            //*************  Third Arm   *************//
            arm = new Box(body.Position + new Vector3(-1.8f, -.5f, -1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(-1.8f, .3f, -1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            shoulder.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(Vector3.Forward, MathHelper.Pi); //Force the walker's legs out of phase.

            //*************  Fourth Arm   *************//
            arm = new Box(body.Position + new Vector3(1.8f, -.5f, -1.5f), .5f, 3, .2f, 20);
            Space.Add(arm);

            shoulder = new Cylinder(body.Position + new Vector3(1.8f, .3f, -1.25f), .1f, .7f, 10);
            shoulder.OrientationMatrix = Matrix3x3.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2);
            Space.Add(shoulder);

            //Connect the shoulder to the body.
            axisJoint = new RevoluteJoint(body, shoulder, shoulder.Position, Vector3.Forward);

            //Motorize the connection.
            axisJoint.Motor.IsActive = true;
            axisJoint.Motor.Settings.VelocityMotor.GoalVelocity = 1;

            Space.Add(axisJoint);

            //Connect the arm to the shoulder.
            axisJoint = new RevoluteJoint(shoulder, arm, shoulder.Position + new Vector3(0, .6f, 0), Vector3.Forward);
            Space.Add(axisJoint);

            //Connect the arm to the body.
            pointOnLineJoint = new PointOnLineJoint(arm, body, arm.Position, Vector3.Up, arm.Position + new Vector3(0, -.4f, 0));
            Space.Add(pointOnLineJoint);

            //Add some ground.
            Space.Add(new Box(new Vector3(0, -3.5f, 0), 20f, 1, 20f));

            game.Camera.Position = new Vector3(0, 2, 20);
        }
Пример #3
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        public JointLimitTestDemo(DemosGame game)
            : base(game)
        {
            float bounciness = 1;
            float baseMass = 100;
            float armMass = 10;
            //DistanceLimit
            Box boxA = new Box(new Vector3(-21, 4, 0), 3, 3, 3, baseMass);
            Box boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var distanceLimit = new DistanceLimit(boxA, boxB, boxA.Position, boxB.Position - new Vector3(0, 2, 0), 1, 6);
            distanceLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(distanceLimit);

            //EllipseSwingLimit
            boxA = new Box(new Vector3(-14, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var ellipseSwingLimit = new EllipseSwingLimit(boxA, boxB, Vector3.Up, MathHelper.Pi / 1.5f, MathHelper.Pi / 3);
            ellipseSwingLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(ellipseSwingLimit);

            //LinearAxisLimit
            boxA = new Box(new Vector3(-7, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            var pointOnLineJoint = new PointOnLineJoint(boxA, boxB, boxA.Position, Vector3.Up, boxB.Position + new Vector3(0, -2, 0));
            var linearAxisLimit = new LinearAxisLimit(boxA, boxB, boxA.Position, boxB.Position + new Vector3(0, -2, 0), Vector3.Up, 0, 4);
            linearAxisLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(pointOnLineJoint);
            Space.Add(linearAxisLimit);

            //RevoluteLimit
            boxA = new Box(new Vector3(0, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var revoluteAngularJoint = new RevoluteAngularJoint(boxA, boxB, Vector3.Forward);
            var revoluteLimit = new RevoluteLimit(boxA, boxB, Vector3.Forward, Vector3.Up, -MathHelper.PiOver4, MathHelper.PiOver4);
            revoluteLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(revoluteAngularJoint);
            Space.Add(revoluteLimit);

            //SwingLimit
            boxA = new Box(new Vector3(7, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            var swingLimit = new SwingLimit(boxA, boxB, Vector3.Up, Vector3.Up, MathHelper.PiOver4);
            swingLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(swingLimit);

            //TwistLimit
            boxA = new Box(new Vector3(14, 4, 0), 3, 3, 3, baseMass);
            boxB = new Box(boxA.Position + new Vector3(0, 5, 0), 1, 4, 1, armMass);
            CollisionRules.AddRule(boxA, boxB, CollisionRule.NoBroadPhase);
            boxB.ActivityInformation.IsAlwaysActive = true;

            ballSocketJoint = new BallSocketJoint(boxA, boxB, boxB.Position + new Vector3(0, -2, 0));
            revoluteAngularJoint = new RevoluteAngularJoint(boxA, boxB, Vector3.Up);
            var twistLimit = new TwistLimit(boxA, boxB, Vector3.Up, Vector3.Up, -MathHelper.PiOver4, MathHelper.PiOver4);
            twistLimit.Bounciness = bounciness;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocketJoint);
            Space.Add(revoluteAngularJoint);
            Space.Add(twistLimit);

            Space.Add(new Box(new Vector3(0, 0, 0), 60, 1, 60));
            game.Camera.Position = new Vector3(0, 6, 15);
        }
        void BuildRing(Vector3 position)
        {
            int incrementCount = 20;
            float radius = 5;
            float anglePerIncrement = MathHelper.TwoPi / incrementCount;
            Bone[] bonesList = new Bone[incrementCount];
            for (int i = 0; i < incrementCount; i++)
            {
                Vector3 bonePosition;
            #if !WINDOWS
                bonePosition = new Vector3();
            #endif
                bonePosition.X = (float)Math.Cos(anglePerIncrement * i);
                bonePosition.Y = 0;
                bonePosition.Z = (float)Math.Sin(anglePerIncrement * i);
                bonePosition = bonePosition * radius + position;
                bonesList[i] = new Bone(bonePosition,
                                     Quaternion.Concatenate(Quaternion.CreateFromAxisAngle(Vector3.Right, MathHelper.PiOver2), Quaternion.CreateFromAxisAngle(Vector3.Up, -anglePerIncrement * i)),
                                     0.5f,
                                     MathHelper.Pi * radius * 2 / incrementCount);
            }

            for (int i = 0; i < bonesList.Length; i++)
            {
                var boneA = bonesList[i];
                var boneB = bonesList[(i + 1) % incrementCount];
                var upA = Quaternion.Transform(Vector3.Up, boneA.Orientation);
                var upB = Quaternion.Transform(Vector3.Up, boneB.Orientation);
                joints.Add(new IKBallSocketJoint(boneA, boneB, (boneA.Position + upA * boneB.HalfHeight + boneB.Position - upB * boneB.HalfHeight) * .5f));
                joints.Add(new IKSwingLimit(boneA, boneB, upA, upB, MathHelper.Pi * .5f));
            }
            Cylinder[] boneEntitiesList = new Cylinder[incrementCount];
            for (int i = 0; i < incrementCount; i++)
            {
                var boneEntity = new Cylinder(new MotionState { Position = bonesList[i].Position, Orientation = bonesList[i].Orientation }, bonesList[i].Height, bonesList[i].Radius, 10);
                bones.Add(new BoneRelationship(bonesList[i], boneEntity));
                boneEntitiesList[i] = boneEntity;
                Space.Add(boneEntity);
            }

            for (int i = 0; i < incrementCount; i++)
            {
                var boneA = boneEntitiesList[i];
                var boneB = boneEntitiesList[(i + 1) % incrementCount];
                var upA = Quaternion.Transform(Vector3.Up, boneA.Orientation);
                var upB = Quaternion.Transform(Vector3.Up, boneB.Orientation);
                var joint = new BallSocketJoint(boneA, boneB, (boneA.Position + upA * boneB.Height * 0.5f + boneB.Position - upB * boneB.Height * 0.5f) * .5f);
                var swingLimit = new SwingLimit(boneA, boneB, upA, upB, MathHelper.Pi * .5f);
                Space.Add(swingLimit);
                Space.Add(joint);
                CollisionRules.AddRule(boneA, boneB, CollisionRule.NoBroadPhase);
            }
        }
Пример #5
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        public Ragdoll()
        {
            #region Ragdoll Entities
            //Create the ragdoll's bones.
            var pelvis = new Box(Vector3.Zero, .5f, .28f, .33f, 20);
            var torsoBottom = new Box(pelvis.Position + new Vector3(0, .3f, 0), .42f, .48f, .3f, 15);
            var torsoTop = new Box(torsoBottom.Position + new Vector3(0, .3f, 0), .5f, .38f, .32f, 20);

            var neck = new Box(torsoTop.Position + new Vector3(0, .2f, .04f), .19f, .24f, .2f, 5);
            var head = new Sphere(neck.Position + new Vector3(0, .22f, -.04f), .19f, 7);

            var leftUpperArm = new Box(torsoTop.Position + new Vector3(-.46f, .1f, 0), .52f, .19f, .19f, 6);
            var leftForearm = new Box(leftUpperArm.Position + new Vector3(-.5f, 0, 0), .52f, .18f, .18f, 5);
            var leftHand = new Box(leftForearm.Position + new Vector3(-.35f, 0, 0), .28f, .13f, .22f, 4);

            var rightUpperArm = new Box(torsoTop.Position + new Vector3(.46f, .1f, 0), .52f, .19f, .19f, 6);
            var rightForearm = new Box(rightUpperArm.Position + new Vector3(.5f, 0, 0), .52f, .18f, .18f, 5);
            var rightHand = new Box(rightForearm.Position + new Vector3(.35f, 0, 0), .28f, .13f, .22f, 4);

            var leftThigh = new Box(pelvis.Position + new Vector3(-.15f, -.4f, 0), .23f, .63f, .23f, 10);
            var leftShin = new Box(leftThigh.Position + new Vector3(0, -.6f, 0), .21f, .63f, .21f, 7);
            var leftFoot = new Box(leftShin.Position + new Vector3(0, -.35f, -.1f), .23f, .15f, .43f, 5);

            var rightThigh = new Box(pelvis.Position + new Vector3(.15f, -.4f, 0), .23f, .63f, .23f, 10);
            var rightShin = new Box(rightThigh.Position + new Vector3(0, -.6f, 0), .21f, .63f, .21f, 7);
            var rightFoot = new Box(rightShin.Position + new Vector3(0, -.35f, -.1f), .23f, .15f, .43f, 5);
            #endregion

            #region Bone List
            //Make a convenient list of all of the bones.
            bones.Add(pelvis);
            bones.Add(torsoBottom);
            bones.Add(torsoTop);
            bones.Add(neck);
            bones.Add(head);
            bones.Add(leftUpperArm);
            bones.Add(leftForearm);
            bones.Add(leftHand);
            bones.Add(rightUpperArm);
            bones.Add(rightForearm);
            bones.Add(rightHand);
            bones.Add(leftThigh);
            bones.Add(leftShin);
            bones.Add(leftFoot);
            bones.Add(rightThigh);
            bones.Add(rightShin);
            bones.Add(rightFoot);
            #endregion

            #region Collision Rules
            //Prevent adjacent limbs from colliding.
            CollisionRules.AddRule(pelvis, torsoBottom, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(torsoBottom, torsoTop, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(torsoTop, neck, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(neck, head, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(head, torsoTop, CollisionRule.NoBroadPhase);

            CollisionRules.AddRule(torsoTop, leftUpperArm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftUpperArm, leftForearm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftForearm, leftHand, CollisionRule.NoBroadPhase);

            CollisionRules.AddRule(torsoTop, rightUpperArm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightUpperArm, rightForearm, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightForearm, rightHand, CollisionRule.NoBroadPhase);

            CollisionRules.AddRule(pelvis, leftThigh, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftThigh, leftShin, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftThigh, torsoBottom, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(leftShin, leftFoot, CollisionRule.NoBroadPhase);

            CollisionRules.AddRule(pelvis, rightThigh, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightThigh, rightShin, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightThigh, torsoBottom, CollisionRule.NoBroadPhase);
            CollisionRules.AddRule(rightShin, rightFoot, CollisionRule.NoBroadPhase);
            #endregion

            //Create the constraints between the bones.
            #region Pelvis up to Head Constraints
            var pelvisToTorsoBottomBallSocketJoint = new BallSocketJoint(pelvis, torsoBottom, pelvis.Position + new Vector3(0, .1f, 0));
            var pelvisToTorsoBottomTwistLimit = new TwistLimit(pelvis, torsoBottom, Vector3.Up, Vector3.Up, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var pelvisToTorsoBottomSwingLimit = new SwingLimit(pelvis, torsoBottom, Vector3.Up, Vector3.Up, MathHelper.Pi / 6);
            var pelvisToTorsoBottomMotor = new AngularMotor(pelvis, torsoBottom);
            pelvisToTorsoBottomMotor.Settings.VelocityMotor.Softness = .05f;

            var torsoBottomToTorsoTopBallSocketJoint = new BallSocketJoint(torsoBottom, torsoTop, torsoBottom.Position + new Vector3(0, .25f, 0));
            var torsoBottomToTorsoTopSwingLimit = new SwingLimit(torsoBottom, torsoTop, Vector3.Up, Vector3.Up, MathHelper.Pi / 6);
            var torsoBottomToTorsoTopTwistLimit = new TwistLimit(torsoBottom, torsoTop, Vector3.Up, Vector3.Up, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var torsoBottomToTorsoTopMotor = new AngularMotor(torsoBottom, torsoTop);
            torsoBottomToTorsoTopMotor.Settings.VelocityMotor.Softness = .05f;

            var torsoTopToNeckBallSocketJoint = new BallSocketJoint(torsoTop, neck, torsoTop.Position + new Vector3(0, .15f, .05f));
            var torsoTopToNeckSwingLimit = new SwingLimit(torsoTop, neck, Vector3.Up, Vector3.Up, MathHelper.Pi / 6);
            var torsoTopToNeckTwistLimit = new TwistLimit(torsoTop, neck, Vector3.Up, Vector3.Up, -MathHelper.Pi / 8, MathHelper.Pi / 8);
            var torsoTopToNeckMotor = new AngularMotor(torsoTop, neck);
            torsoTopToNeckMotor.Settings.VelocityMotor.Softness = .1f;

            var neckToHeadBallSocketJoint = new BallSocketJoint(neck, head, neck.Position + new Vector3(0, .1f, .05f));
            var neckToHeadTwistLimit = new TwistLimit(neck, head, Vector3.Up, Vector3.Up, -MathHelper.Pi / 8, MathHelper.Pi / 8);
            var neckToHeadSwingLimit = new SwingLimit(neck, head, Vector3.Up, Vector3.Up, MathHelper.Pi / 6);
            var neckToHeadMotor = new AngularMotor(neck, head);
            neckToHeadMotor.Settings.VelocityMotor.Softness = .1f;
            #endregion

            #region Left Arm
            var torsoTopToLeftArmBallSocketJoint = new BallSocketJoint(torsoTop, leftUpperArm, torsoTop.Position + new Vector3(-.3f, .1f, 0));
            var torsoTopToLeftArmEllipseLimit = new EllipseSwingLimit(torsoTop, leftUpperArm, Vector3.Left, MathHelper.Pi * .75f, MathHelper.PiOver2);
            var torsoTopToLeftArmTwistLimit = new TwistLimit(torsoTop, leftUpperArm, Vector3.Left, Vector3.Left, -MathHelper.PiOver2, MathHelper.PiOver2);
            var torsoTopToLeftArmMotor = new AngularMotor(torsoTop, leftUpperArm);
            torsoTopToLeftArmMotor.Settings.VelocityMotor.Softness = .2f;

            var leftUpperArmToLeftForearmSwivelHingeJoint = new SwivelHingeJoint(leftUpperArm, leftForearm, leftUpperArm.Position + new Vector3(-.28f, 0, 0), Vector3.Up);
            leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.IsActive = true;
            leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.IsActive = true;
            leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.MinimumAngle = -MathHelper.Pi / 8;
            leftUpperArmToLeftForearmSwivelHingeJoint.TwistLimit.MaximumAngle = MathHelper.Pi / 8;
            leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.MinimumAngle = -MathHelper.Pi * .8f;
            leftUpperArmToLeftForearmSwivelHingeJoint.HingeLimit.MaximumAngle = 0;
            //The SwivelHingeJoint has motors, but they are separately defined for twist/bending.
            //The AngularMotor covers all degrees of freedom.
            var leftUpperArmToLeftForearmMotor = new AngularMotor(leftUpperArm, leftForearm);
            leftUpperArmToLeftForearmMotor.Settings.VelocityMotor.Softness = .3f;

            var leftForearmToLeftHandBallSocketJoint = new BallSocketJoint(leftForearm, leftHand, leftForearm.Position + new Vector3(-.2f, 0, 0));
            var leftForearmToLeftHandEllipseSwingLimit = new EllipseSwingLimit(leftForearm, leftHand, Vector3.Left, MathHelper.PiOver2, MathHelper.Pi / 6);
            var leftForearmToLeftHandTwistLimit = new TwistLimit(leftForearm, leftHand, Vector3.Left, Vector3.Left, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var leftForearmToLeftHandMotor = new AngularMotor(leftForearm, leftHand);
            leftForearmToLeftHandMotor.Settings.VelocityMotor.Softness = .4f;
            #endregion

            #region Right Arm
            var torsoTopToRightArmBallSocketJoint = new BallSocketJoint(torsoTop, rightUpperArm, torsoTop.Position + new Vector3(.3f, .1f, 0));
            var torsoTopToRightArmEllipseLimit = new EllipseSwingLimit(torsoTop, rightUpperArm, Vector3.Right, MathHelper.Pi * .75f, MathHelper.PiOver2);
            var torsoTopToRightArmTwistLimit = new TwistLimit(torsoTop, rightUpperArm, Vector3.Right, Vector3.Right, -MathHelper.PiOver2, MathHelper.PiOver2);
            var torsoTopToRightArmMotor = new AngularMotor(torsoTop, rightUpperArm);
            torsoTopToRightArmMotor.Settings.VelocityMotor.Softness = .2f;

            var rightUpperArmToRightForearmSwivelHingeJoint = new SwivelHingeJoint(rightUpperArm, rightForearm, rightUpperArm.Position + new Vector3(.28f, 0, 0), Vector3.Up);
            rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.IsActive = true;
            rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.IsActive = true;
            rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.MinimumAngle = -MathHelper.Pi / 8;
            rightUpperArmToRightForearmSwivelHingeJoint.TwistLimit.MaximumAngle = MathHelper.Pi / 8;
            rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.MinimumAngle = 0;
            rightUpperArmToRightForearmSwivelHingeJoint.HingeLimit.MaximumAngle = MathHelper.Pi * .8f;
            //The SwivelHingeJoint has motors, but they are separately defined for twist/bending.
            //The AngularMotor covers all degrees of freedom.
            var rightUpperArmToRightForearmMotor = new AngularMotor(rightUpperArm, rightForearm);
            rightUpperArmToRightForearmMotor.Settings.VelocityMotor.Softness = .3f;

            var rightForearmToRightHandBallSocketJoint = new BallSocketJoint(rightForearm, rightHand, rightForearm.Position + new Vector3(.2f, 0, 0));
            var rightForearmToRightHandEllipseSwingLimit = new EllipseSwingLimit(rightForearm, rightHand, Vector3.Right, MathHelper.PiOver2, MathHelper.Pi / 6);
            var rightForearmToRightHandTwistLimit = new TwistLimit(rightForearm, rightHand, Vector3.Right, Vector3.Right, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var rightForearmToRightHandMotor = new AngularMotor(rightForearm, rightHand);
            rightForearmToRightHandMotor.Settings.VelocityMotor.Softness = .4f;
            #endregion

            #region Left Leg
            var pelvisToLeftThighBallSocketJoint = new BallSocketJoint(pelvis, leftThigh, pelvis.Position + new Vector3(-.15f, -.1f, 0));
            var pelvisToLeftThighEllipseSwingLimit = new EllipseSwingLimit(pelvis, leftThigh, Vector3.Normalize(new Vector3(-.2f, -1, -.6f)), MathHelper.Pi * .7f, MathHelper.PiOver4);
            pelvisToLeftThighEllipseSwingLimit.LocalTwistAxisB = Vector3.Down;
            var pelvisToLeftThighTwistLimit = new TwistLimit(pelvis, leftThigh, Vector3.Down, Vector3.Down, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var pelvisToLeftThighMotor = new AngularMotor(pelvis, leftThigh);
            pelvisToLeftThighMotor.Settings.VelocityMotor.Softness = .1f;

            var leftThighToLeftShinRevoluteJoint = new RevoluteJoint(leftThigh, leftShin, leftThigh.Position + new Vector3(0, -.3f, 0), Vector3.Right);
            leftThighToLeftShinRevoluteJoint.Limit.IsActive = true;
            leftThighToLeftShinRevoluteJoint.Limit.MinimumAngle = -MathHelper.Pi * .8f;
            leftThighToLeftShinRevoluteJoint.Limit.MaximumAngle = 0;
            leftThighToLeftShinRevoluteJoint.Motor.IsActive = true;
            leftThighToLeftShinRevoluteJoint.Motor.Settings.VelocityMotor.Softness = .2f;

            var leftShinToLeftFootBallSocketJoint = new BallSocketJoint(leftShin, leftFoot, leftShin.Position + new Vector3(0, -.3f, 0));
            var leftShinToLeftFootSwingLimit = new SwingLimit(leftShin, leftFoot, Vector3.Forward, Vector3.Forward, MathHelper.Pi / 8);
            var leftShinToLeftFootTwistLimit = new TwistLimit(leftShin, leftFoot, Vector3.Down, Vector3.Forward, -MathHelper.Pi / 8, MathHelper.Pi / 8);
            var leftShinToLeftFootMotor = new AngularMotor(leftShin, leftFoot);
            leftShinToLeftFootMotor.Settings.VelocityMotor.Softness = .2f;

            #endregion

            #region Right Leg
            var pelvisToRightThighBallSocketJoint = new BallSocketJoint(pelvis, rightThigh, pelvis.Position + new Vector3(.15f, -.1f, 0));
            var pelvisToRightThighEllipseSwingLimit = new EllipseSwingLimit(pelvis, rightThigh, Vector3.Normalize(new Vector3(.2f, -1, -.6f)), MathHelper.Pi * .7f, MathHelper.PiOver4);
            pelvisToRightThighEllipseSwingLimit.LocalTwistAxisB = Vector3.Down;
            var pelvisToRightThighTwistLimit = new TwistLimit(pelvis, rightThigh, Vector3.Down, Vector3.Down, -MathHelper.Pi / 6, MathHelper.Pi / 6);
            var pelvisToRightThighMotor = new AngularMotor(pelvis, rightThigh);
            pelvisToRightThighMotor.Settings.VelocityMotor.Softness = .1f;

            var rightThighToRightShinRevoluteJoint = new RevoluteJoint(rightThigh, rightShin, rightThigh.Position + new Vector3(0, -.3f, 0), Vector3.Right);
            rightThighToRightShinRevoluteJoint.Limit.IsActive = true;
            rightThighToRightShinRevoluteJoint.Limit.MinimumAngle = -MathHelper.Pi * .8f;
            rightThighToRightShinRevoluteJoint.Limit.MaximumAngle = 0;
            rightThighToRightShinRevoluteJoint.Motor.IsActive = true;
            rightThighToRightShinRevoluteJoint.Motor.Settings.VelocityMotor.Softness = .2f;

            var rightShinToRightFootBallSocketJoint = new BallSocketJoint(rightShin, rightFoot, rightShin.Position + new Vector3(0, -.3f, 0));
            var rightShinToRightFootSwingLimit = new SwingLimit(rightShin, rightFoot, Vector3.Forward, Vector3.Forward, MathHelper.Pi / 8);
            var rightShinToRightFootTwistLimit = new TwistLimit(rightShin, rightFoot, Vector3.Down, Vector3.Forward, -MathHelper.Pi / 8, MathHelper.Pi / 8);
            var rightShinToRightFootMotor = new AngularMotor(rightShin, rightFoot);
            rightShinToRightFootMotor.Settings.VelocityMotor.Softness = .2f;

            #endregion

            #region Joint List
            //Collect the joints.
            joints.Add(pelvisToTorsoBottomBallSocketJoint);
            joints.Add(pelvisToTorsoBottomTwistLimit);
            joints.Add(pelvisToTorsoBottomSwingLimit);
            joints.Add(pelvisToTorsoBottomMotor);

            joints.Add(torsoBottomToTorsoTopBallSocketJoint);
            joints.Add(torsoBottomToTorsoTopTwistLimit);
            joints.Add(torsoBottomToTorsoTopSwingLimit);
            joints.Add(torsoBottomToTorsoTopMotor);

            joints.Add(torsoTopToNeckBallSocketJoint);
            joints.Add(torsoTopToNeckTwistLimit);
            joints.Add(torsoTopToNeckSwingLimit);
            joints.Add(torsoTopToNeckMotor);

            joints.Add(neckToHeadBallSocketJoint);
            joints.Add(neckToHeadTwistLimit);
            joints.Add(neckToHeadSwingLimit);
            joints.Add(neckToHeadMotor);

            joints.Add(torsoTopToLeftArmBallSocketJoint);
            joints.Add(torsoTopToLeftArmEllipseLimit);
            joints.Add(torsoTopToLeftArmTwistLimit);
            joints.Add(torsoTopToLeftArmMotor);

            joints.Add(leftUpperArmToLeftForearmSwivelHingeJoint);
            joints.Add(leftUpperArmToLeftForearmMotor);

            joints.Add(leftForearmToLeftHandBallSocketJoint);
            joints.Add(leftForearmToLeftHandEllipseSwingLimit);
            joints.Add(leftForearmToLeftHandTwistLimit);
            joints.Add(leftForearmToLeftHandMotor);

            joints.Add(torsoTopToRightArmBallSocketJoint);
            joints.Add(torsoTopToRightArmEllipseLimit);
            joints.Add(torsoTopToRightArmTwistLimit);
            joints.Add(torsoTopToRightArmMotor);

            joints.Add(rightUpperArmToRightForearmSwivelHingeJoint);
            joints.Add(rightUpperArmToRightForearmMotor);

            joints.Add(rightForearmToRightHandBallSocketJoint);
            joints.Add(rightForearmToRightHandEllipseSwingLimit);
            joints.Add(rightForearmToRightHandTwistLimit);
            joints.Add(rightForearmToRightHandMotor);

            joints.Add(pelvisToLeftThighBallSocketJoint);
            joints.Add(pelvisToLeftThighEllipseSwingLimit);
            joints.Add(pelvisToLeftThighTwistLimit);
            joints.Add(pelvisToLeftThighMotor);

            joints.Add(leftThighToLeftShinRevoluteJoint);

            joints.Add(leftShinToLeftFootBallSocketJoint);
            joints.Add(leftShinToLeftFootSwingLimit);
            joints.Add(leftShinToLeftFootTwistLimit);
            joints.Add(leftShinToLeftFootMotor);

            joints.Add(pelvisToRightThighBallSocketJoint);
            joints.Add(pelvisToRightThighEllipseSwingLimit);
            joints.Add(pelvisToRightThighTwistLimit);
            joints.Add(pelvisToRightThighMotor);

            joints.Add(rightThighToRightShinRevoluteJoint);

            joints.Add(rightShinToRightFootBallSocketJoint);
            joints.Add(rightShinToRightFootSwingLimit);
            joints.Add(rightShinToRightFootTwistLimit);
            joints.Add(rightShinToRightFootMotor);
            #endregion
        }