As you can see when the boxes are upright, the model is oriented correctly, but the cubes on the floor have been rotated and while I know the box body is aligned correctly the cube model clearly is not. This leads me to think it is an issue with the origin of the rotation, but I can't seem to figure out where the issue could be coming from. Thanks for your time! The engine seems really great so far, I love working with it.
Here's my code for updating the position and rotation of the model to match the box, I figured it was straightforward enough.
Judging by the screenshot and assuming the boxes are at rest in it, I'd guess the rotation being applied to the graphics is actually transposed. If you are later converting the orientation quaternion to a matrix, that process may be producing the transposition. Note that the entity exposes an OrientationMatrix and a WorldTransform as well.
Is this using one of the secondary fork's math libraries by any chance (SlimDX or DependencyFree)?
The engine seems really great so far, I love working with it.
No this is with the normal XNA version. I don't think the code ever converts it to a matrix, but to be quite honest I don't really understand quaternions and matrices well enough to know. I'll look into the WorldTransform property and do some more research. Thanks for the prompt reply!