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//Body construction info
btRigidBody::btRigidBodyConstructionInfo ci(0, 0, 0);
ci.m_collisionShape = shape;
ci.m_startWorldTransform.setOrigin(btVector3(P.X, P.Y, P.Z) );
ci.m_motionState = new CActorMotionState(character);
ci.m_mass = mass;
ci.m_friction = 0;
ci.m_restitution = 0;
//Create body
btRigidBody* RB = new btRigidBody(ci);
RB->setAngularFactor(0);
RB->setGravity(btVector3(0,0,0));
RB->setFlags(RB->getFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
//Add to array and world
m_rigidBodyArray.push_back(RB);
m_world->addRigidBody(RB);