hNumSegmentsZ, clothNumSegmentsY );
					cloth.material.map = texture;
					cloth.material.needsUpdate = true;

				} );

				// Cloth physic object
				const softBodyHelpers = new Ammo.btSoftBodyHelpers();
				const clothCorner00 = new Ammo.btVector3( clothPos.x, clothPos.y + clothHeight, clothPos.z );
				const clothCorner01 = new Ammo.btVector3( clothPos.x, clothPos.y + clothHeight, clothPos.z - clothWidth );
				const clothCorner10 = new Ammo.btVector3( clothPos.x, clothPos.y, clothPos.z );
				const cl