function PhysicsObject()
{
	Group.call(this);

	this.name = "physics";
	this.type = "Physics";

	/**
	 * Physics body contains the following attributes:
	 *  - position Vec3
	 *  - velocity Vec3
	 *  - torque Vec3
	 *  - angularVelocity Vec3
	 *  - quaternion Quaternion
	 *  - mass Number
	 *  - material Material
	 *  - type Number
	 *  - linearDamping Number
	 *  - angularDamping Number
	 *  - allowSleep Boolean
	 *  - sleepSpeedLimit Number
	 *  - sleepTimeLimit Number
	 *  - collisionFilterGroup Number
	 *  - collisionFilterMask Number
	 *  - fixedRotation Boolean
	 *  - shape Array
	 *
	 *
	 * @attribute body
	 * @type {Body}
	 */
	this.body = new Body();
	this.body.type = Body.DYNAMIC;
	this.body.mass = 1.0;

	/**
	 * Physics object position mode, indicates how coordinates from the physics engine are transformed into object coordinates.
	 *
	 * @attribute mode
	 * @type {number}
	 */
	this.mode = PhysicsObject.LOCAL;

	/**
	 * Refenrece to the physics world.
	 *
	 * @attribute world
	 * @type {World}
	 */
	this.world = null;
}
Wrapper for cannon.js physics objects.

The editor includes tools to create cannon shapes from three.js geometry objects.

Documentation for cannon.js physics available here http:// schteppe.github.io/cannon.js/docs/

@class PhysicsObject
@extends {Group}
@module Physics