public bool AddRigidBody(BRigidBody rb) { if (!isDisposed) { if (physicWorldParameters.worldType < WorldType.RigidBodyDynamics) { Debug.LogError("World type must not be collision only"); return(false); } if (physicWorldParameters.debugType >= BDebug.DebugType.Debug) { Debug.LogFormat("Adding rigidbody {0} to world", rb); } if (rb._BuildCollisionObject()) { DWorld.AddRigidBody((RigidBody)rb.GetCollisionObject(), rb.groupsIBelongTo, rb.collisionMask); rb.isInWorld = true; } return(true); } return(false); }