public void SetWorldMatrix(MatrixD worldMatrix) { // Vector3 transformedCenter = Vector3.TransformNormal(Center, worldMatrix); var offset = MyPhysics.GetObjectOffset(ClusterObjectID); Matrix rigidBodyMatrix = Matrix.CreateWorld((Vector3)(worldMatrix.Translation - (Vector3D)offset), worldMatrix.Forward, worldMatrix.Up); if (RigidBody != null) { RigidBody.SetWorldMatrix(rigidBodyMatrix); } }