el.body.applyImpulse(/* impulse */newCANNON.Vec3(0,1,-1),/* world position */newCANNON.Vec3().copy(el.getAttribute('position')));
as the physics branch is relying on CANNON.js
For the impulse vector consider :
nextMovementToPoints(debut=false)// then, after release
letdirection=newTHREE.Vector3().subVectors(last,first).normalize()
Note that coupled with e.g addDropZone() one could add e.g a trash to delete or hide targets.
With the `selectedElement` e.g
```javascript
el.body.applyImpulse(
/* impulse */ new CANNON.Vec3(0, 1, -1),
/* world position */ new CANNON.Vec3().copy(el.getAttribute('position'))
);
```
as the physics branch is relying on CANNON.js
For the impulse vector consider :
```javascript
nextMovementToPoints(debut=false)
// then, after release
let direction = new THREE.Vector3().subVectors( last, first ).normalize()
```
Note that coupled with e.g `addDropZone()` one could add e.g a trash to delete or hide targets.
With the
selectedElement
e.gas the physics branch is relying on CANNON.js
For the impulse vector consider :
Note that coupled with e.g
addDropZone()
one could add e.g a trash to delete or hide targets.