public override BulletBody CreateBodyWithDefaultMotionState(BulletShape pShape, uint pLocalID,
Vector3 pRawPosition, Quaternion pRawOrientation)
{
IndexedMatrix mat =
IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
pRawOrientation.Z, pRawOrientation.W));
mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
CollisionShape shape = (pShape as BulletShapeXNA).shape;
// TODO: Feed Update array into null
RigidBody body = new RigidBody(0, new DefaultMotionState(mat, IndexedMatrix.Identity), shape,
IndexedVector3.Zero);
body.SetWorldTransform(mat);
body.SetUserPointer(pLocalID);
return new BulletBodyXNA(pLocalID, body);
}