and then add an object, my new objects are freezed. BUT if i do this code again my new objects are still freezed. as i understood i cant simply write worldNode->initPhysics(); after each adding physix objects, so what i should to do? i tried worldNode->removeFromPhysics() and later worldNode->initPhysics(); again but if i do that, i got error in
Have to agree, writing this to the IrrODE thread would be a good idea.
Back to topic: there is a "initPhysics" method in all IrrOde specific scenenodes. It should be enough to call that method of the newly created node (if it's a combination of more than one nodes, e.g. a car, calling the method of the root node should do the job) to init the physical representation of the node, after that it should work.
You could take a look at the "CPlane" and "CProjectile" classes in the IrrOdeCar demo. The planes shoot missiles. Although I don't load the scenenodes but have templates in the scene and clone them.