How to add ammo.js physic to gltf file?

Thanks for the repo! Actually, I’m digging a lot deeper into ammo from articles on bullet and ammo by Blue Magnificient but I’m getting this error

This is how I’m adding gltf and floor, this is the same problem i was encountering before, if we are doing getAttribute(‘position’) for gltf then first i have to do setAttribute(‘position’) like you have done in TeapotGeometry.js - this.setAttribute( ‘position’, new BufferAttribute( vertices, 3 ) ); at line 695

This is how I’m adding

createObjects(){
		let tempMesh

		//PLANE
		tempMesh = this.meshes.push(new THREE.Mesh(new THREE.BoxGeometry(30, 30, 1), new THREE.MeshPhongMaterial({ color: 0xffffff })))
		this.meshes[tempMesh - 1].rotation.x = -Math.PI / 2
		this.meshes[tempMesh - 1].receiveShadow = true
		this.meshes[tempMesh - 1].mass = 0
		this.rigidBodies.push(this.meshes[tempMesh - 1])

		//head
		tempMesh = this.meshes.push(this.headGLTF);
		this.meshes[tempMesh - 1].geometry.name = 'hull'
		this.meshes[tempMesh - 1].position.set(0, 15, 0)
		this.meshes[tempMesh - 1].mass = 1
		this.rigidBodies.push(this.meshes[tempMesh - 1])

		//PHYSICS SETUP
		for (let i in this.meshes) {
			this.meshes[i].index = i;
			
			//shadows
			this.meshes[i].traverse(function(child) {
				if (child.visible == true && child.isMesh) {
					child.castShadow = true
					child.receiveShadow = true
				}
			});
			
			this.physics.addMesh(this.meshes[i], this.rigidBodies[i], this.meshes[i].mass)
			
			this.physics.setMeshPosition(this.meshes[i], this.meshes[i].position, this.meshes[i].quaternion, 0)
			
			if (this.meshes[i].visible == true) {
				this.scene.add(this.meshes[i])
			}
		}
	}

What I am doing here wrong?