protected void OnShapeChanged(CollisionShape shape)
{
if (!IgnoreShapeChanges)
{
//When the shape changes, force the entity awake so that it performs any necessary updates.
activityInformation.Activate();
ShapeDistributionInformation shapeInfo;
collisionInformation.Shape.ComputeDistributionInformation(out shapeInfo);
volume = shapeInfo.Volume;
if (isDynamic)
{
Matrix3x3.Multiply(ref shapeInfo.VolumeDistribution, InertiaHelper.InertiaTensorScale * mass, out shapeInfo.VolumeDistribution);
LocalInertiaTensor = shapeInfo.VolumeDistribution;
}
else
{
LocalInertiaTensorInverse = new Matrix3x3();
}
}
}