private void create(final Model model, final float mass, final btCollisionShape shape) {
    this.model = model;
    this.shape = shape;

    if (shape != null && mass >= 0) {
      // Calculate the local inertia, bodies with no mass are static
      Vector3 localInertia;
      if (mass == 0) localInertia = Vector3.Zero;
      else {
        shape.calculateLocalInertia(mass, tmpV);
        localInertia = tmpV;
      }

      // For now just pass null as the motionstate, we'll add that to the body in the entity itself
      bodyInfo = new btRigidBodyConstructionInfo(mass, null, shape, localInertia);
    }
  }