To include an object in the culling system, use addObject. You must provide a userPointer (a unique identifier, typically a pointer to your game object) to manage the object later. You can add objects as spheres (using radius) or as boxes (using size).
To update an object's position or orientation, call updateObject with its original userPointer and a new modelMatrix.
// Add a sphere object
void* myObjPtr = static_cast<void*>(myGameObject);
btCollisionObject* colObj = cullingManager.addObject(myObjPtr, 1.0f, modelMatrix);
// Add a box object
btCollisionObject* boxColObj = cullingManager.addObject(myObjPtr, glm::vec3(1.0f, 2.0f, 1.0f), modelMatrix);
// Update position
cullingManager.updateObject(myObjPtr, newModelMatrix);
// Remove object
cullingManager.removeObject(myObjPtr);