private SimulationObject[] getSimulationObjects()
		{
			SimulationObject[] objects = new SimulationObject[1];

			#region Terrain Base

			objects[0] = new SimulationObject(
				ObjectType.StaticRigidBody,
				geometry: GetObjectGeometry("cube.obj", 25),
				mass: 1000.0,
				position: new Vector3(0.0, -4.0, 0.0),
				rotationStatus: new Quaternion(new Vector3(0.0, 0.0, 0.0), 0.0));
			
			objects[0].SetLinearVelocity(new Vector3(0.0, 0.0, 0.0));
			objects[0].SetAngularVelocity(new Vector3(0.0, 0.0, 0.0));
			objects[0].SetRestitutionCoeff(0.1);
			objects[0].SetDynamicFrictionCoeff(1.0);
			objects[0].SetStaticFrictionCoeff(1.0);
			objects[0].SetExcludeFromCollisionDetection(false);

            Vector3[] vertexPosition = Array.ConvertAll(objects[0].ObjectGeometry[0].VertexPosition,
                                        item => item.Vertex);

            var inertiaTensor = new InertiaTensor(
                vertexPosition,
				objects[0].ObjectGeometry[0].Triangle,
				objects[0].Mass);

			//Traslo per normalizzare l'oggetto rispetto al suo centro di massa
			for (int j = 0; j < objects[0].ObjectGeometry[0].VertexPosition.Length; j++)
			{
				objects[0].ObjectGeometry[0].SetVertexPosition(
                    vertexPosition[j] - inertiaTensor.GetMassCenter(),
					j);
			}

			var inertiaTensor1 = new InertiaTensor(
                vertexPosition,
				objects[0].ObjectGeometry[0].Triangle,
				objects[0].Mass);

			objects[0].SetStartPosition(inertiaTensor1.GetMassCenter());
			objects[0].SetBaseInertiaTensor(inertiaTensor1.GetInertiaTensor());
			objects[0].SetRotationMatrix(Quaternion.ConvertToMatrix(Quaternion.Normalize(objects[0].RotationStatus)));
			objects[0].SetInertiaTensor((objects[0].RotationMatrix * objects[0].BaseInertiaTensor) *
				Matrix3x3.Transpose(objects[0].RotationMatrix));

			for (int j = 0; j < objects[0].ObjectGeometry[0].VertexPosition.Length; j++)
			{
				Vector3 relPositionRotate = objects[0].RotationMatrix * objects[0].RelativePositions[j];
				objects[0].ObjectGeometry[0].SetVertexPosition(objects[0].Position + relPositionRotate, j);
			}

			#endregion

			return objects;
		}
        private void SetObjectProperties()
        {
            Vector3 startPosition = new Vector3();
            Matrix3x3 baseTensors = new Matrix3x3();

            int totalVertex = 0;

            for (int i = 0; i < ObjectGeometry.Length; i++)
            {
                Vector3[] vertexPosition = Array.ConvertAll(
                                        ObjectGeometry[i].VertexPosition,
                                        item => item.Vertex + StartCompositePositionObjects[i]);
                //TODO da rivedere
                var inertiaTensor = new InertiaTensor(
                        vertexPosition,
                        ObjectGeometry[i].Triangle,
                        PartialMass[i]);

                var normalizedInertiaTensor = inertiaTensor;

                //Traslo per normalizzare l'oggetto rispetto al suo centro di massa
                if (inertiaTensor.GetMassCenter() != new Vector3())
                {
                    for (int j = 0; j < ObjectGeometry[i].VertexPosition.Length; j++)
                    {
                        ObjectGeometry[i].SetVertexPosition(
                            ObjectGeometry[i].VertexPosition[j].Vertex + inertiaTensor.GetMassCenter(),
                            j);
                    }

                    normalizedInertiaTensor = new InertiaTensor(
                        vertexPosition,
                        ObjectGeometry[i].Triangle,
                        PartialMass[i]);
                }

                startPosition += normalizedInertiaTensor.GetMassCenter() * PartialMass[i];
                totalVertex += ObjectGeometry[i].VertexPosition.Length;

                baseTensors += inertiaTensor.GetInertiaTensor();
            }

            RotationMatrix = Quaternion.ConvertToMatrix(Quaternion.Normalize(RotationStatus));

            if (Mass > 0)
                StartPosition = startPosition / Mass;

            SetRelativePosition(totalVertex);
            
            BaseInertiaTensor = Matrix3x3.Invert(baseTensors);
            InertiaTensor = (RotationMatrix * BaseInertiaTensor) *
                            Matrix3x3.Transpose(RotationMatrix);
        }