ew Ammo.btDefaultMotionState( transform );

				const localInertia = new Ammo.btVector3( 0, 0, 0 );
				physicsShape.calculateLocalInertia( mass, localInertia );

				const rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia );
				const body = new Ammo.btRigidBody( rbInfo );

				threeObject.userData.physicsBody = body;

				scene.add( threeObject );

				if ( mass > 0 ) {

					rigidBodies.push( threeObject );

					// Disable deactivation
					body.setActivationSt