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);
}