Iterator ite = myWorld.getCollisionObjectArray().iterator();
while (ite.hasNext()) {
RigidBody rBody = (RigidBody) ite.next();
Transform myTransform = new Transform();
myTransform = rBody.getMotionState().getWorldTransform(myTransform);
g.pushMatrix();
g.translate(myTransform.origin.x, myTransform.origin.y,
myTransform.origin.z);
g.applyMatrix(myTransform.basis.m00, myTransform.basis.m01,
myTransform.basis.m02, 0, myTransform.basis.m10,
myTransform.basis.m11, myTransform.basis.m12, 0,
myTransform.basis.m20, myTransform.basis.m21,
myTransform.basis.m22, 0, 0, 0, 0, 1);
// rBody.
// rBody.
// System.out.println(myTransform.origin.y);
// fill(fallRigidBody.c);
// do the actual drawing of the object
CollisionShape col = rBody.getCollisionShape();
//if (col.isPolyhedral()) {
Vector3f posP = new Vector3f();
float[] sizeP = { 0 };
col.getBoundingSphere(posP, sizeP);
g.pushMatrix();