tPosition);

                    // Physics
                    for (let i = 0; i < this.view.balls.mesh.count; i++) {
                        const { position, quaternion, scale } = this.object;

                        this.view.balls.mesh.getMatrixAt(i, this.matrix);
                        this.matrix.decompose(position, quaternion, scale);

                        this.force.copy(position).negate().normalize().multiplyScalar(0.1);
                        this.physics.applyImpulse(this.view.balls.mesh, 