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irr::core::vector3df P = actor->getPosition();
//Body construction info
btRigidBody::btRigidBodyConstructionInfo ci(0, 0, 0);
ci.m_collisionShape = shape;
ci.m_mass = mass;
ci.m_startWorldTransform.setOrigin(btVector3(P.X, P.Y, P.Z) );
ci.m_motionState = new CActorMotionState(actor);
ci.m_friction = 0;
ci.m_restitution = (btScalar)0.0001;
//Create body
btRigidBody* RB = new btRigidBody(ci);
//Make inertia and angular factor 0
RB->setActivationState( DISABLE_DEACTIVATION );
RB->setAngularFactor(btVector3(0,1,0));
RB->setMassProps(mass, btVector3(0,0,0));
//Add to array and world
m_rigidBodyArray.push_back(RB);
m_world->addRigidBody(RB);
return RB;