src/serialize/GameObject.js
/**
    * Bending is defined as the amount of error correction that will be applied
    * on the client side to a given object's physical attributes, incrementally,
    * by the time the next server broadcast is expected to arrive.
    *
    * When this percentage is 0.0, the client always ignores the server object's value.
    * When this percentage is 1.0, the server object's attributes will be applied in full.
    *
    * The GameObject bending attribute is implemented as a getter, and can provide
    * distinct values for position, velocity, angle, and angularVelocity.
    * And in each case, you can also provide overrides for local objects,
    * these attributes will be called, respectively, positionLocal, velocityLocal,
    * angleLocal, angularVelocityLocal.
    *
    * @example
    * get bending() {
    *   return {
    *     position: { percent: 1.0, min: 0.0 },
    *     velocity: { percent: 0.0, min: 0.0 },
    *     angularVelocity: { percent: 0.0 },
    *     angleLocal: { percent: 1.0 }
    *   }
    * };
    *
    * @memberof GameObject
    * @member {Object} bending
    */
Bending is defined as the amount of error correction that will be applied
on the client side to a given object's physical attributes, incrementally,
by the time the next server broadcast is expected to arrive.

When this percentage is 0.0, the client always ignores the server object's value.
When this percentage is 1.0, the server object's attributes will be applied in full.

The GameObject bending attribute is implemented as a getter, and can provide
distinct values for position, velocity, angle, and angularVelocity.
And in each case, you can also provide overrides for local objects,
these attributes will be called, respectively, positionLocal, velocityLocal,
angleLocal, angularVelocityLocal.



@memberof GameObject
@member {Object} bending
Bending is defined as the amount of error correction that will be applied on the client side to a given object ' s physical attributes incrementally by the time the next server broadcast is expected to arrive . When this percentage is 0 . 0 the client always ignores the server object ' s value . When this percentage is 1 . 0 the server object ' s attributes will be applied in full . The GameObject bending attribute is implemented as a getter and can provide distinct values for position velocity angle and angularVelocity . And in each case you can also provide overrides for local objects these attributes will be called respectively positionLocal velocityLocal angleLocal angularVelocityLocal . @memberof GameObject @member { Object } bending
get bending() {
        return {
            position: { percent: 1.0, min: 0.0 },
            velocity: { percent: 0.0, min: 0.0 },
            angularVelocity: { percent: 0.0 },
            angleLocal: { percent: 1.0 }
        };
    }
get bending ( ) { return { position : { percent : 1.0 , min : 0.0 } , velocity : { percent : 0.0 , min : 0.0 } , angularVelocity : { percent : 0.0 } , angleLocal : { percent : 1.0 } } ; }
Bending is defined as the amount of error correction that will be applied
 on the client side to a given object's physical attributes, incrementally,
 by the time the next server broadcast is expected to arrive.
Bending is defined as the amount of error correction that will be applied on the client side to a given object ' s physical attributes incrementally by the time the next server broadcast is expected to arrive .