// Physics dll internal
	void RefreshColShape(IPhysicsInterface* colProvider){
		if (!colProvider)
		{
			Logger::Log(FB_ERROR_LOG_ARG, "No colProvider");			
			return;
		}
		mWorld->removeRigidBody(mSelf);
		mAddedToWorld = false;
		auto prevColShape = mSelf->getCollisionShape();
		if (prevColShape){
			Physics::GetInstance().Release(prevColShape);
		}

		btCollisionShape* colShape = 0;
		float mass = 1.0f;
		auto& physics = Physics::GetInstance();
		if (mGroupedRigidBody){
			if (colProvider->GetNumColShapes(mGroupIdx) == 0)
				return;

			colShape = physics.CreateColShapeForGroup(colProvider, mGroupIdx);
			mass = colProvider->GetMassForGroup(mGroupIdx);
		}
		else{
			if (colProvider->GetNumColShapes() == 0)
				return;

			colShape = physics.CreateColShape(colProvider);
			mass = colProvider->GetMass();
		}
		assert(colShape);
		mSelf->setCollisionShape(colShape);
		if (colShape)
			physics.AddRef(colShape);

		if (mass > 0 && colShape)
		{
			btVector3 inertia;
			colShape->calculateLocalInertia(mass, inertia);			
			mSelf->setMassProps(mass, inertia);
		}
		else{
			SetMass(0.f);
		}
		assert(!mAddedToWorld);
		mWorld->addRigidBody(mSelf, colProvider->GetCollisionGroup(), colProvider->GetCollisionMask());
		mAddedToWorld = true;
	}
	void SetMass(float mass){
		btVector3 inertia;
		mSelf->getCollisionShape()->calculateLocalInertia(mass, inertia);
		mSelf->setMassProps(mass, inertia);
	}