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btVector3 localInertia8(0,0,0);
btTransform localTrans;
localTrans.setIdentity();
btTransform groundTransform1;
groundTransform1.setIdentity();
btScalar mass1( 0 );
//bool isDynamic8 = ( mass1 != 0.f );
btVector3 localInertia( 0,0,0 );
//if ( isDynamic8 )
//colShape->calculateLocalInertia( mass1,localInertia );
groundTransform1.setOrigin(btVector3(BtOgre::Convert::toBullet( mW[k] + Ogre::Vector3(0,6,0 ))));
MyMotionState* motionState1 = new MyMotionState( groundTransform1,wall1[k] );
btRigidBody::btRigidBodyConstructionInfo rbInfoo( mass1,motionState1,colShape1[k],localInertia );
body6[k] = new btRigidBody( rbInfoo );
body6[k]->setFriction( 1.0f );