//! Physics-driven ragdoll for skinned skeletons. A ragdoll replaces the animated
//! pose with a chain of capsule bodies linked by spherical joints; the skeleton
//! is driven from those bodies each frame. The player is paused while ragdolled
//! so the GPU pose pipeline leaves its bones to the physics sync.
use Quat;
use Entity;
use ;
/// One bone driven by a physics proxy body while ragdolled.
/// A ragdoll rig over a set of bones. Build it with `start_ragdoll` and tear it
/// down with `recover_ragdoll` (both in the API facade).