private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
{
Vector3 pos = position;
//pos.X = position.X;
//pos.Y = position.Y;
//pos.Z = position.Z;
Vector3 siz = Vector3.Zero;
siz.X = size.X;
siz.Y = size.Y;
siz.Z = size.Z;
Quaternion rot = rotation;
BulletDotNETPrim newPrim;
newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical);
//lock (m_prims)
// m_prims.Add(newPrim);
return newPrim;
}