def METHOD_NAME(b_obj, radius, n_obj=None, bounds_type='BOX', display_type='BOX'):
    """Helper function to set up b_obj so it becomes recognizable as a collision object"""
    # set bounds type
    b_obj.show_bounds = True
    b_obj.display_type = 'BOUNDS'
    b_obj.display_bounds_type = display_type
    override = bpy.context.copy()
    override['selected_objects'] = b_obj
    bpy.ops.rigidbody.object_add(override)
    # viable alternative:
    # bpy.context.view_layer.objects.active = b_col_obj
    # bpy.ops.rigidbody.object_add(type='PASSIVE')
    b_r_body = b_obj.rigid_body
    b_r_body.enabled = True
    b_r_body.use_margin = True
    b_r_body.collision_margin = radius
    b_r_body.collision_shape = bounds_type
    # if they are set to active they explode once you play back an anim
    b_r_body.type = "PASSIVE"
    b_me = b_obj.data
    if n_obj:
        havok_material = getattr(n_obj, 'material', None)
        if havok_material:
            if hasattr(havok_material, "material"):
                mat_enum = havok_material.material
                mat_name = mat_enum.name
            b_mat = get_material(mat_name)
            b_me.materials.append(b_mat)