this.universe3D = universe3D;
}
public void fall(BranchGroup groupToFall) {
TransformGroup tg = (TransformGroup) groupToFall.getChild(0);
Node node = tg.getChild(0);
// get the global transform before detaching to get all the transforms along the way
// the group will not be attached locally anymore, but at the root,
// so we need to get the global transform.
Transform3D transform3D = getGlobalTransform3D(node);
// we need to detach before changing the global transform, or it will move the group too far