protected override void DoUpdate()
{
if (this.renderer == null)
{
this.renderer = this.BindingObject.Renderer as BuildInRenderer;
}
double deltaAngle = Time.DeltaTime.TotalMilliseconds * Math.PI * 2 / this.RevolutionPeriod;
double newAngle = this.currentAngle + deltaAngle;
var position = new vec3(
(float)(this.RevolutionRadius * Math.Cos(newAngle)),
0,
(float)(this.RevolutionRadius * Math.Sin(newAngle)));
this.currentAngle = newAngle;
this.renderer.WorldPosition = position;
}
}