using Unity.Entities; using Unity.Mathematics; ///////////////////////////////////////////////////////////////////////////////// namespace Rukhanka { public struct DynamicBoneChainNode: IBufferElementData { public int parentIndex; public float3 position; public float3 prevPosition; public BoneTransform referenceLocalPose; public Entity boneEntity; } ///////////////////////////////////////////////////////////////////////////////// public struct DynamicBoneChainComponent: IComponentData, IEnableableComponent { public float inertia; public float damping; public float elasticity; public float stiffness; public float timeAccumulator; // Previous entity position. Used to simulate inertial motion of whole chain public float3 prevPosition; } }