void BuildStick(Vector3 position, int linkCount, out List<Bone> bones, out List<Entity> boneEntities)
        {
            //Set up a bone chain.
            bones = new List<Bone>();
            boneEntities = new List<Entity>();
            var previousBoneEntity = new Cylinder(position, 1, .2f);
            var previousBone = new Bone(previousBoneEntity.Position, previousBoneEntity.Orientation, previousBoneEntity.Radius, previousBoneEntity.Height);
            bones.Add(previousBone);
            boneEntities.Add(previousBoneEntity);

            
            for (int i = 1; i < linkCount; i++)
            {
                var boneEntity = new Cylinder(previousBone.Position + new Vector3(0, 1, 0), 1, .2f);
                var bone = new Bone(boneEntity.Position, boneEntity.Orientation, boneEntity.Radius, boneEntity.Height);
                bones.Add(bone);
                boneEntities.Add(boneEntity);

                //Make a relationship between the two bones and entities.
                CollisionRules.AddRule(previousBoneEntity, boneEntity, CollisionRule.NoBroadPhase);
                Vector3 anchor = (previousBoneEntity.Position + boneEntity.Position) / 2;
                //var dynamicsBallSocketJoint = new BallSocketJoint(previousBoneEntity, boneEntity, anchor);
                //var dynamicsAngularFriction = new NoRotationJoint(previousBoneEntity, boneEntity);
                //Space.Add(dynamicsBallSocketJoint);
                //Space.Add(dynamicsAngularFriction);
                var ballSocket = new IKBallSocketJoint(previousBone, bone, anchor);
                var angularJoint = new IKAngularJoint(previousBone, bone);

   
                previousBone = bone;
                previousBoneEntity = boneEntity;
            }
        }
        void BuildStick(Vector3 position)
        {
            //Set up a bone chain.
            float fullLength = 20;
            int linkCount = 20;
            float linkLength = fullLength / linkCount;
            float linkRadius = linkLength * 0.2f;
            var previousBoneEntity = new Cylinder(position, linkLength, linkRadius, 100);
            var previousBone = new Bone(previousBoneEntity.Position, previousBoneEntity.Orientation, previousBoneEntity.Radius, previousBoneEntity.Height);
            bones.Add(new BoneRelationship(previousBone, previousBoneEntity));
            Space.Add(previousBoneEntity);

            for (int i = 1; i < linkCount; i++)
            {
                var boneEntity = new Cylinder(previousBone.Position + new Vector3(0, linkLength, 0), linkLength, linkRadius, 100);
                var bone = new Bone(boneEntity.Position, boneEntity.Orientation, boneEntity.Radius, boneEntity.Height);
                bones.Add(new BoneRelationship(bone, boneEntity));
                Space.Add(boneEntity);

                //Make a relationship between the two bones and entities.
                CollisionRules.AddRule(previousBoneEntity, boneEntity, CollisionRule.NoBroadPhase);
                Vector3 anchor = (previousBoneEntity.Position + boneEntity.Position) / 2;
                var dynamicsBallSocketJoint = new BallSocketJoint(previousBoneEntity, boneEntity, anchor);
                var dynamicsAngularFriction = new NoRotationJoint(previousBoneEntity, boneEntity);
                Space.Add(dynamicsBallSocketJoint);
                Space.Add(dynamicsAngularFriction);
                var ikBallSocketJoint = new IKBallSocketJoint(previousBone, bone, anchor); //(the joint is auto-added to the bones; no solver-add is needed)
                var ikAngularJoint = new IKAngularJoint(previousBone, bone);
                joints.Add(ikBallSocketJoint);
                joints.Add(ikAngularJoint);

                previousBone = bone;
                previousBoneEntity = boneEntity;
            }
        }