private void initDynamicMesh(MeshDynamicPhysicsElement el)
        {
            el.InitDynamic(Engine.Scene);
            el.Move(Root, el.World);

            dynamicElements.Add(el);
        }
        public MeshDynamicPhysicsElement CreateDynamicElement(IMesh mesh, Matrix world)
        {
            if (mesh == null)
            {
                throw new ArgumentNullException("mesh");
            }
            var el = new MeshDynamicPhysicsElement(mesh, world, actorBuilder);

            /*if (game == null)
             * {
             *  unitializedElementsDynamic.Add(el);
             * }
             * else
             * {*/
            initDynamicMesh(el);
            //}

            return(el);
        }
 public void DeleteDynamicElement(MeshDynamicPhysicsElement el)
 {
     unitializedElementsDynamic.Remove(el);
     dynamicElements.Remove(el);
     el.disposeInternal();
 }