private void manage(Entity e, float elapsedTime) {
    Model model = e.get(Model.class);
    if (!model.isCreated()) return;

    PlanarStance stance = e.get(PlanarStance.class);
    Spatial s = SpatialPool.models.get(e.getId());

    // translation
    s.setLocalTranslation(TranslateUtil.toVector3f(stance.getCoord().get3D(stance.getElevation())));

    // rotation
    Quaternion r = new Quaternion();
    Point3D pu = stance.getUpVector();
    Point3D pv = stance.getPlanarVector();
    Vector3f u = TranslateUtil.toVector3f(pu).normalize();
    Vector3f v = TranslateUtil.toVector3f(pv).normalize();
    r.lookAt(v, u);

    // we correct the pitch of the unit because the direction is always flatten
    // this is only to follow the terrain relief
    double angle = Math.acos(pu.getDotProduct(pv) / (pu.getNorm() * pv.getNorm()));
    r =
        r.mult(
            new Quaternion()
                .fromAngles(
                    (float) (-angle + AngleUtil.RIGHT + model.getPitchFix()),
                    (float) (model.getRollFix()),
                    (float) (model.getYawFix())));

    s.setLocalRotation(r);
  }
  public void setSpatial(Spatial model) {
    if (model == null) {
      removeFromPhysicsSpace();
      clearData();
      return;
    }
    targetModel = model;
    Node parent = model.getParent();

    Vector3f initPosition = model.getLocalTranslation().clone();
    Quaternion initRotation = model.getLocalRotation().clone();
    initScale = model.getLocalScale().clone();

    model.removeFromParent();
    model.setLocalTranslation(Vector3f.ZERO);
    model.setLocalRotation(Quaternion.IDENTITY);
    model.setLocalScale(1);
    // HACK ALERT change this
    // I remove the skeletonControl and readd it to the spatial to make sure it's after the
    // ragdollControl in the stack
    // Find a proper way to order the controls.
    SkeletonControl sc = model.getControl(SkeletonControl.class);
    model.removeControl(sc);
    model.addControl(sc);
    // ----

    removeFromPhysicsSpace();
    clearData();
    // put into bind pose and compute bone transforms in model space
    // maybe dont reset to ragdoll out of animations?
    scanSpatial(model);

    if (parent != null) {
      parent.attachChild(model);
    }
    model.setLocalTranslation(initPosition);
    model.setLocalRotation(initRotation);
    model.setLocalScale(initScale);

    logger.log(Level.INFO, "Created physics ragdoll for skeleton {0}", skeleton);
  }
 /**
  * For internal use only specific render for the ragdoll(if debugging)
  *
  * @param rm
  * @param vp
  */
 public void render(RenderManager rm, ViewPort vp) {
   if (enabled && space != null && space.getDebugManager() != null) {
     if (!debug) {
       attachDebugShape(space.getDebugManager());
     }
     for (Iterator<PhysicsBoneLink> it = boneLinks.values().iterator(); it.hasNext(); ) {
       PhysicsBoneLink physicsBoneLink = it.next();
       Spatial debugShape = physicsBoneLink.rigidBody.debugShape();
       if (debugShape != null) {
         debugShape.setLocalTranslation(
             physicsBoneLink.rigidBody.getMotionState().getWorldLocation());
         debugShape.setLocalRotation(
             physicsBoneLink.rigidBody.getMotionState().getWorldRotationQuat());
         debugShape.updateGeometricState();
         rm.renderScene(debugShape, vp);
       }
     }
   }
 }
  /**
   * <code>lookAt</code> is a convenience method for auto-setting the local rotation based on a
   * position in world space and an up vector. It computes the rotation to transform the z-axis to
   * point onto 'position' and the y-axis to 'up'. Unlike {@link
   * Quaternion#lookAt(com.jme3.math.Vector3f, com.jme3.math.Vector3f) } this method takes a world
   * position to look at and not a relative direction.
   *
   * <p>Note : 28/01/2013 this method has been fixed as it was not taking into account the parent
   * rotation. This was resulting in improper rotation when the spatial had rotated parent nodes.
   * This method is intended to work in world space, so no matter what parent graph the spatial has,
   * it will look at the given position in world space.
   *
   * @param position where to look at in terms of world coordinates
   * @param upVector a vector indicating the (local) up direction. (typically {0, 1, 0} in jME.)
   */
  public void lookAt(Vector3f position, Vector3f upVector) {
    Vector3f worldTranslation = getWorldTranslation();

    TempVars vars = TempVars.get();

    Vector3f compVecA = vars.vect4;

    compVecA.set(position).subtractLocal(worldTranslation);
    getLocalRotation().lookAt(compVecA, upVector);

    if (getParent() != null) {
      Quaternion rot = vars.quat1;
      rot = rot.set(parent.getWorldRotation()).inverseLocal().multLocal(getLocalRotation());
      rot.normalizeLocal();
      setLocalRotation(rot);
    }
    vars.release();
    setTransformRefresh();
  }
  public void setRotation(String objectID, float[] rotation) {
    // get "visual" or "physical" spatial
    // search in all sub-nodes of root node (scene node, trigger node, ...)
    Spatial object = Util.findNode(sim.getRootNode(), objectID);
    RigidBodyControl control = null;

    try {
      control = (RigidBodyControl) object.getControl(0);
    } catch (IndexOutOfBoundsException e2) {
      System.err.println("Could not manipulate physics of '" + objectID + "'!");
    }

    if (control != null) {
      Quaternion rot = new Quaternion().fromAngles(degToRad(rotation));
      control.setPhysicsRotation(rot);
    } else {
      Quaternion rot = new Quaternion().fromAngles(degToRad(rotation));
      object.setLocalRotation(rot);
    }
  }
  @Override
  protected void onEntityEachTick(Entity e) {
    Spatial s = Pool.models.get(e.getId());
    if (s == null) return;

    PlanarStance stance = e.get(PlanarStance.class);

    // translation
    s.setLocalTranslation(TranslateUtil.toVector3f(stance.coord.get3D(stance.elevation)));
    // rotation
    Quaternion r = new Quaternion();
    Point3D pu = stance.upVector;
    Point3D pv = Point3D.UNIT_X.getRotationAroundZ(stance.orientation.getValue());
    Vector3f u = TranslateUtil.toVector3f(pu).normalize();
    Vector3f v = TranslateUtil.toVector3f(pv).normalize();
    r.lookAt(v, u);
    double angle = Math.acos(pu.getDotProduct(pv) / (pu.getNorm() * pv.getNorm()));
    r = r.mult(new Quaternion().fromAngles((float) (-angle), 0, 0));

    s.setLocalRotation(r);
  }
  public void update(float tpf) {
    if (!enabled) {
      return;
    }
    TempVars vars = TempVars.get();

    Quaternion tmpRot1 = vars.quat1;
    Quaternion tmpRot2 = vars.quat2;

    // if the ragdoll has the control of the skeleton, we update each bone with its position in
    // physic world space.
    if (mode == mode.Ragdoll && targetModel.getLocalTranslation().equals(modelPosition)) {
      for (PhysicsBoneLink link : boneLinks.values()) {

        Vector3f position = vars.vect1;

        // retrieving bone position in physic world space
        Vector3f p = link.rigidBody.getMotionState().getWorldLocation();
        // transforming this position with inverse transforms of the model
        targetModel.getWorldTransform().transformInverseVector(p, position);

        // retrieving bone rotation in physic world space
        Quaternion q = link.rigidBody.getMotionState().getWorldRotationQuat();

        // multiplying this rotation by the initialWorld rotation of the bone,
        // then transforming it with the inverse world rotation of the model
        tmpRot1.set(q).multLocal(link.initalWorldRotation);
        tmpRot2.set(targetModel.getWorldRotation()).inverseLocal().mult(tmpRot1, tmpRot1);
        tmpRot1.normalizeLocal();

        // if the bone is the root bone, we apply the physic's transform to the model, so its
        // position and rotation are correctly updated
        if (link.bone.getParent() == null) {

          // offsetting the physic's position/rotation by the root bone inverse model space
          // position/rotaion
          modelPosition.set(p).subtractLocal(link.bone.getWorldBindPosition());
          targetModel
              .getParent()
              .getWorldTransform()
              .transformInverseVector(modelPosition, modelPosition);
          modelRotation
              .set(q)
              .multLocal(tmpRot2.set(link.bone.getWorldBindRotation()).inverseLocal());

          // applying transforms to the model
          targetModel.setLocalTranslation(modelPosition);

          targetModel.setLocalRotation(modelRotation);

          // Applying computed transforms to the bone
          link.bone.setUserTransformsWorld(position, tmpRot1);

        } else {
          // if boneList is empty, this means that every bone in the ragdoll has a collision shape,
          // so we just update the bone position
          if (boneList.isEmpty()) {
            link.bone.setUserTransformsWorld(position, tmpRot1);
          } else {
            // boneList is not empty, this means some bones of the skeleton might not be associated
            // with a collision shape.
            // So we update them recusively
            RagdollUtils.setTransform(link.bone, position, tmpRot1, false, boneList);
          }
        }
      }
    } else {
      // the ragdoll does not have the controll, so the keyframed animation updates the physic
      // position of the physic bonces
      for (PhysicsBoneLink link : boneLinks.values()) {

        Vector3f position = vars.vect1;

        // if blended control this means, keyframed animation is updating the skeleton,
        // but to allow smooth transition, we blend this transformation with the saved position of
        // the ragdoll
        if (blendedControl) {
          Vector3f position2 = vars.vect2;
          // initializing tmp vars with the start position/rotation of the ragdoll
          position.set(link.startBlendingPos);
          tmpRot1.set(link.startBlendingRot);

          // interpolating between ragdoll position/rotation and keyframed position/rotation
          tmpRot2.set(tmpRot1).nlerp(link.bone.getModelSpaceRotation(), blendStart / blendTime);
          position2
              .set(position)
              .interpolate(link.bone.getModelSpacePosition(), blendStart / blendTime);
          tmpRot1.set(tmpRot2);
          position.set(position2);

          // updating bones transforms
          if (boneList.isEmpty()) {
            // we ensure we have the control to update the bone
            link.bone.setUserControl(true);
            link.bone.setUserTransformsWorld(position, tmpRot1);
            // we give control back to the key framed animation.
            link.bone.setUserControl(false);
          } else {
            RagdollUtils.setTransform(link.bone, position, tmpRot1, true, boneList);
          }
        }
        // setting skeleton transforms to the ragdoll
        matchPhysicObjectToBone(link, position, tmpRot1);
        modelPosition.set(targetModel.getLocalTranslation());
      }

      // time control for blending
      if (blendedControl) {
        blendStart += tpf;
        if (blendStart > blendTime) {
          blendedControl = false;
        }
      }
    }
    vars.release();
  }