static void ReadVelocities(BitStream stream, MyEntity entity, float simulationRatio,bool movingOnServer, ref Vector3 outLinearVelocity, ref Vector3 outAngularVelocity)
        {
            Vector3 linear = Vector3.Zero;
            Vector3 angular = Vector3.Zero;
            if (movingOnServer)
            {
                linear = stream.ReadHalfVector3(); // 6B
                angular = stream.ReadHalfVector3(); // 6B
            }

            outLinearVelocity = linear / simulationRatio;
            outAngularVelocity = angular / simulationRatio;
        }
        static bool ReadTransform(BitStream stream, MyEntity entity, Vector3D? deltaPosBase, bool applyWhenReading, bool movingOnServer, ref Vector3D outPosition, ref Quaternion outOrientation, ref MatrixD outWorldMartix, Func<MyEntity, Vector3D, bool> posValidation = null, MovedDelegate moveHandler = null)
        {
            Vector3D position;
            if (stream.ReadBool())
            {
                position = stream.ReadVector3D(); // 24 B
            }
            else
            {
                HalfVector3 pos = stream.ReadHalfVector3(); // 6 B
                if (deltaPosBase != null)
                    position = pos + deltaPosBase.Value;
                else
                    position = pos.ToVector3();
            }
            Quaternion orientation;
            bool lowPrecisionOrientation = stream.ReadBool();
            if (lowPrecisionOrientation)
            {
                orientation = stream.ReadQuaternionNormCompressed(); // 29b
            }
            else
            {
                orientation = stream.ReadQuaternionNorm(); // 52b
            }

            if (entity != null)
            {
                movingOnServer |= (entity.PositionComp.GetPosition() - position).LengthSquared() > epsilonSq;
            }

            if (movingOnServer && applyWhenReading && (posValidation == null || posValidation(entity, position)))
            {
                var old = entity.PositionComp.WorldMatrix;

                MatrixD matrix = MatrixD.CreateFromQuaternion(orientation);
                if (matrix.IsValid())
                {
                    matrix.Translation = Vector3D.Round(position, NUM_DECIMAL_PRECISION + 1);

                    outPosition = matrix.Translation;
                    outOrientation = orientation;
                    outWorldMartix = matrix;
                    return true;
                }
                return false;
            }
            return false;
        }