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;
}