Universe.Physics.BulletSPlugin.BSAPIUnman.AddObjectToWorld C# (CSharp) Method

AddObjectToWorld() public method

public AddObjectToWorld ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
return bool
        public override bool AddObjectToWorld(BulletWorld world, BulletBody obj)
        {
            BulletWorldUnman worldu = world as BulletWorldUnman;
            BulletBodyUnman bodyu = obj as BulletBodyUnman;

            // Bullet resets several variables when an object is added to the world.
            //   Gravity is reset to world default depending on the static/dynamic
            //   type. Of course, the collision flags in the broadphase proxy are initialized to default.
            Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr);

            bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr);

            if (ret)
            {
                BSAPICPP.SetGravity2(bodyu.ptr, origGrav);
                obj.ApplyCollisionMask(world.physicsScene);
            }
            return ret;
        }
BSAPIUnman