processEntity(oEntity) {
        const oDummy = oEntity.dummy;
        if (!oDummy) console.log(oEntity)
        // compute a new set of forces to be applied to the dummy
        const aHitters = this._getSmashingEntities(oEntity);
        if (!!aHitters && aHitters.length > 0) {
            this.events.emit('entity.smashed', {entity: oEntity, smashers: aHitters})
            this._computeSmashingForces(oEntity, aHitters);
            oDummy.setSmashers(aHitters)
        } else {
            oDummy.clearSmashers(aHitters)
        }
        const forceField = oDummy.forceField;
        const f = forceField.computeForces();
        oDummy.force.set(f);
        forceField.reduceForces();
    }
/**
     * Computes a force vector to apply to a dummy if it collides with other
     * @param oEntity {SmashingEntity} subject to compute force from
     * @return {Vector} force vector to apply to Dummy
     */
Computes a force vector to apply to a dummy if it collides with other
@param oEntity {SmashingEntity} subject to compute force from
@return {Vector} force vector to apply to Dummy
Computes a force vector to apply to a dummy if it collides with other @param oEntity { SmashingEntity } subject to compute force from @return { Vector } force vector to apply to Dummy
processEntity(oEntity) {
        const oDummy = oEntity.dummy;
        if (!oDummy) console.log(oEntity)
        const aHitters = this._getSmashingEntities(oEntity);
        if (!!aHitters && aHitters.length > 0) {
            this.events.emit('entity.smashed', {entity: oEntity, smashers: aHitters})
            this._computeSmashingForces(oEntity, aHitters);
            oDummy.setSmashers(aHitters)
        } else {
            oDummy.clearSmashers(aHitters)
        }
        const forceField = oDummy.forceField;
        const f = forceField.computeForces();
        oDummy.force.set(f);
        forceField.reduceForces();
    }
processEntity ( oEntity ) { const oDummy = oEntity . dummy ; if ( ! oDummy ) console . log ( oEntity ) const aHitters = this . _getSmashingEntities ( oEntity ) ; if ( ! ! aHitters && aHitters . length > 0 ) { this . events . emit ( 'entity.smashed' , { entity : oEntity , smashers : aHitters } ) this . _computeSmashingForces ( oEntity , aHitters ) ; oDummy . setSmashers ( aHitters ) } else { oDummy . clearSmashers ( aHitters ) } const forceField = oDummy . forceField ; const f = forceField . computeForces ( ) ; oDummy . force . set ( f ) ; forceField . reduceForces ( ) ; }
Computes a force vector to apply to a dummy if it collides with other
 @param oEntity {SmashingEntity} subject to compute force from
 @return {Vector} force vector to apply to Dummy
Computes a force vector to apply to a dummy if it collides with other @param oEntity { SmashingEntity } subject to compute force from @return { Vector } force vector to apply to Dummy
// compute a new set of forces to be applied to the dummy