public override void OnAdd(Scene scene) { base.OnAdd(scene); if (false == true && mesh.GetCollisionMesh() != null) { Matrix currOrientation = Transformation.GetTransform(); currOrientation.Translation = Vector3.Zero; Vector3 currPosition = Transformation.GetPosition(); collisionTransform = new JigLibX.Math.Transform(currPosition, currOrientation); collision = new CollisionSkin(null); collision.AddPrimitive(mesh.GetCollisionMesh(), (int)MaterialTable.MaterialID.NotBouncyRough); scene.GetPhysicsEngine().CollisionSystem.AddCollisionSkin(collision); collision.SetNewTransform(ref collisionTransform); } }