First off, great job and thanks for saving me tons of time in my game development. I've been using JigLibX for about 3 months now. I quit my job and this is my new full time job, ha.
Now, a quick background of my situation. I'm making a game engine, a game designer tool, and a GAME.
I use a combination of OcTrees and simple geometry to build an entire 'collision scene'. So, some "stairs" might be an OcTree of a model, but for some other elements, i'd prefer simply place a model (just a regular model) and then place a collision geometry over it. In the later case, in the actual game, the model and it's collision are NOT associated. Also in this case, the object is NEVER meant to move. An example would be, if i have a row of ten 'tree models', i'd prefer to just create ONE collision box that surrounds all of them. No need to have 10 collision objects right next to each other when an 'invisible wall' is all i need.
So here is what my designer looks like: http://files.tsouris.net/i/basicdesigner/_jpg.aspx
You will see that i use OcTree for some stairs, and a big cave that you can walk in. However, the Bridge is actually many instances of one model (a small portion of bridge) and then one collision box is layed over it, so the character can walk on it.
Here is a closer look: http://files.tsouris.net/i/goodbox/_jpg.aspx
It just so happens THAT part of the bridge doesn't require me to rotate the box, just scale it into a rectangle (look at the top left for the position, rotation, scale). So it has ZERO rotation and works perfect.
The bridge that splits off from the middle, is another box that DOES need to be rotated. This collision never works for me. http://files.tsouris.net/i/badbox/_jpg.aspx (don't mind what looks like TWO boxes, it's something else)
I notice when the scaling isn't so drastic, and the rotation is not gradual, (more like 90 degrees on an axis or something), i don't have this problem. But when i stretch long, and rotate just a little, the Physics Engine loses track of it.
Maybe i'm just using it in a way that it wasn't meant to be used.
And in case you're wondering how i am applying these transforms……. Here is an example……
To set scale of a box:
Box box = new Box(Vector3.Zero, Matrix.Identity, MY_SCALE_PROPERTY);
To Position the Box:
And to apply to rotation:
_body.Orientation = Matrix.CreateFromQuaternion(MY_ROTATION_PROPERTY);
Maybe you'd be interested in collaborating with me to create the 'Official Scene Designer' for JigLibX, since i've done most of the work already. You can see the game in action here: http://www.youtube.com/watch?v=QMe1A3-kRfM
(every single thing you see is loaded from XML that is created with my scene designer, even the particle systems, skyBox and moveable props)