text: const test = require('ava');
  const loadAmmo = require('./helpers/load-ammo.js');
  
  // Initialize global Ammo once for all tests:
  test.before(async t => loadAmmo())
  
  test('Issue 3: Ammo.btSweepAxis3 doesn\'t seem to work', t => {
  
    var collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
    var dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
  
  
  
    // XXX interesting part
    var maxProxies = 16384;
    var aabbmin = new Ammo.btVector3(-1000,-1000,-1000); // world size
    var aabbmax = new Ammo.btVector3(1000,1000,1000);
    var overlappingPairCache = new Ammo.btAxisSweep3(aabbmin, aabbmax, maxProxies);
    // XXX interesting part
  
  
  
    var solver = new Ammo.btSequentialImpulseConstraintSolver();
    var dynamicsWorld = new Ammo.btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
    dynamicsWorld.setGravity(new Ammo.btVector3(0, -10, 0));
  
    var groundShape = new Ammo.btBoxShape(new Ammo.btVector3(50, 50, 50));
  
    var bodies = [];
  
    var groundTransform = new Ammo.btTransform();
    groundTransform.setIdentity();
    groundTransform.setOrigin(new Ammo.btVector3(0, -56, 0));
  
    (function() {
      var mass = 0;
      var isDynamic = mass !== 0;
      var localInertia = new Ammo.btVector3(0, 0, 0);
  
      if (isDynamic)
        groundShape.calculateLocalInertia(mass, localInertia);
  
      var myMotionState = new Ammo.btDefaultMotionState(groundTransform);
      var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia);
      var body = new Ammo.btRigidBody(rbInfo);
  
      dynamicsWorld.addRigidBody(body);
      bodies.push(body);
    })();
  
    t.pass();
  });
  