private void UpdateModelTransform()
{
Vector3 origin = Vector3.Zero;
Matrix axis = Matrix.Identity;
if(GetPhysicsToVisualTransform(ref origin, ref axis) == true)
{
_renderEntity.Axis = axis * this.Physics.GetAxis();
_renderEntity.Origin = this.Physics.GetOrigin() + Vector3.Transform(origin, _renderEntity.Axis);
}
else
{
_renderEntity.Axis = this.Physics.GetAxis();
_renderEntity.Origin = this.Physics.GetOrigin();
}
}
#endregion