in );

				createRigidBody( threeObject, shape, mass, pos, quat );

				return threeObject;

			}

			function createRigidBody( threeObject, physicsShape, mass, pos, quat ) {

				threeObject.position.copy( pos );
				threeObject.quaternion.copy( quat );

				const transform = new Ammo.btTransform();
				transform.setIdentity();
				transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
				transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
				const motionState = n