text: 
      import CANNON from 'cannon'
      import PointerLockControls from './js/PointerLockControls.js'
  
  
                  world = new CANNON.World();
                  world.quatNormalizeSkip = 0;
                  world.quatNormalizeFast = false;
  
                  var solver = new CANNON.GSSolver();
  
                  world.defaultContactMaterial.contactEquationStiffness = 1e9;
                  world.defaultContactMaterial.contactEquationRelaxation = 4;
  
                  solver.iterations = 7;
                  solver.tolerance = 0.1;
                  var split = true;
                  if(split)
                      world.solver = new CANNON.SplitSolver(solver);
                  else
                      world.solver = solver;
  
                  world.gravity.set(0,-10,0);
                  world.broadphase = new CANNON.NaiveBroadphase();
  
                  // Create a slippery material (friction coefficient = 0.0)
                  physicsMaterial = new CANNON.Material("slipperyMaterial");
                  var physicsContactMaterial = new CANNON.ContactMaterial(physicsMaterial,
                                                                          physicsMaterial,
                                                                          0.0, // friction coefficient
                                                                          0.3  // restitution
                                                                          );
                  // We must add the contact materials to the world
                  world.addContactMaterial(physicsContactMaterial);
  
                  // Create a boxBodyPrincipal
                  var limits = new CANNON.Vec3(1,1,1);
                  var boxShapePrincipal = new CANNON.Box(limits);
                  var mass = 70//, radius = 3;
                  //sphereShape = new CANNON.Sphere(radius);
                  boxBodyPrincipal = new CANNON.Body({ mass: mass });
                  console.log(boxBodyPrincipal)
                  boxBodyPrincipal.addShape(boxShapePrincipal);
                  boxBodyPrincipal.position.set(0,5,0);
                  boxBodyPrincipal.linearDamping = 0.9;
                  world.addBody(boxBodyPrincipal);
  
                  // Create a plane
                  var groundShape = new CANNON.Plane();
                  /*var */groundBody = new CANNON.Body({ mass: 0 });
                  groundBody.addShape(groundShape);
                  groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1,0,0),-Math.PI/2);
                  world.addBody(groundBody);