void SceneSystem::AddObject(const shared_ptr<PivotObject> newObject, bool needUpdate) { PhysicObjectBehaviuorModel* m = dynamic_cast<PhysicObjectBehaviuorModel *>(newObject->GetBehavoiurModel()); if(m) { btRigidBody* body = m->GetRigidBody(); body->activate(true); body->setActivationState(DISABLE_DEACTIVATION); body->setLinearVelocity(btVector3(1,1,1)); _physicScene->addRigidBody(body); } if (needUpdate) { newObject->BeginFrame(); newObject->Frame(0); newObject->EndFrame(); newObject->Update(); } newObject->AfterUpdate(); //newObject->_objectBehaviourModel->Enable(); _objects->addObject(newObject); //_sceneGraph.AddObject(newObject); }