Edit in JSFiddle

var state = false, // `true` when the simulation is running
    
    viewport = document.getElementById( 'viewport' ), // The canvas element we're going to use
    
    // If your computer supports it, switch to the WebGLRenderer for a much smoother experience
    // most of the lag and jittering you see in the simulation is from the CanvasRenderer, not the physics
    renderer = new THREE.CanvasRenderer({ canvas: viewport }), // Create the renderer
    //renderer = new THREE.WebGLRenderer({ canvas: viewport }), // Create the renderer
    
    scene = new THREE.Scene, // Create the scene
    camera = new THREE.PerspectiveCamera( 35, 1, 1, 1000 ),
    
    ball_geometry = new THREE.SphereGeometry( 3 ), // Create the ball geometry with a radius of `3`
    ball_material = new THREE.MeshLambertMaterial({ color: 0x0000ff, overdraw: true }), // Balls will be blue
    
    large_ball_geometry = new THREE.SphereGeometry( 4 ), // Create the ball geometry with a radius of `4`
    large_ball_material = new THREE.MeshLambertMaterial({ color: 0x00ff00, overdraw: true }), // Large balls are be green
    
    time_last_run, // used to calculate simulation delta
    
    world, // This will hold the Ammo.js objects
    localInertia = new Ammo.btVector3(0, 0, 0),
    shape, // Will be each shape's definition
    transform = new Ammo.btTransform, // will be used to position the objects
    balls = [], // This will hold all of the balls we create
    motionState, rbInfo, body; // Used for creating each physics body


renderer.setSize( viewport.clientWidth, viewport.clientHeight );

camera.position.set( -10, 30, -200 );
camera.lookAt( scene.position ); // Look at the center of the scene
scene.add( camera );

function addLights() {
    var ambientLight = new THREE.AmbientLight( 0x555555 );
    scene.add( ambientLight );

    var directionalLight = new THREE.DirectionalLight( 0xffffff );
    directionalLight.position.set( -.5, .5, -1.5 ).normalize();
    scene.add( directionalLight );
}

function buildScene() {
    
     // Create the physics world
     var collisionConfiguration = new Ammo.btDefaultCollisionConfiguration;
     world = new Ammo.btDiscreteDynamicsWorld(
         new Ammo.btCollisionDispatcher( collisionConfiguration ), // Dispatcher for collision handling
         new Ammo.btDbvtBroadphase, // Broadphase interface
         new Ammo.btSequentialImpulseConstraintSolver, // Constraint solver
         collisionConfiguration // Collision configuration
     );
    
    var ramp_geometry= new THREE.CubeGeometry( 50, 2, 10 ),
        material_red = new THREE.MeshLambertMaterial({ color: 0xdd0000, overdraw: true }),
        material_green = new THREE.MeshLambertMaterial({ color: 0x00bb00, overdraw: true });
    
    var ramp_1 = new THREE.Mesh( ramp_geometry, material_red );
    scene.add( ramp_1 );
    shape = new Ammo.btBoxShape(new Ammo.btVector3( 25, 1, 5 )); // "25" = half of the width of the ramp, "1" = half of the height, "5" = half of the depth
    shape.calculateLocalInertia( 0, localInertia ); // "0" is the ramp's mass. For a static shape this must be 0
    
    // position the ramp
    ramp_1.position.x = -20;
    ramp_1.position.y = 25;
    ramp_1.rotation.z = -Math.PI / 28;
    
    transform = new Ammo.btTransform;
    transform.setIdentity(); // reset any existing transform
    transform.setOrigin(new Ammo.btVector3( -20, 25, 0 ));
    transform.setRotation(new Ammo.btQuaternion( 0, 0, -Math.PI / 28 ));
    
    motionState = new Ammo.btDefaultMotionState( transform );
    rbInfo = new Ammo.btRigidBodyConstructionInfo( 0, motionState, shape, localInertia ); // mass, motion state, shape, inertia
    
    body = new Ammo.btRigidBody( rbInfo );
    world.addRigidBody( body ); // Add this physics body to the world
    
    
    var ramp_2 = new THREE.Mesh( ramp_geometry, material_red );
    scene.add( ramp_2 );
    shape = new Ammo.btBoxShape(new Ammo.btVector3( 25, 1, 5 )); // "25" = half of the width of the ramp, "1" = half of the height, "5" = half of the depth
    shape.calculateLocalInertia( 0, localInertia ); // "0" is the ramp's mass. For a static shape this must be 0
    
    // position the ramp
    ramp_2.position.x = 25;
    ramp_2.position.y = 5;
    ramp_2.rotation.z = Math.PI / 16;
    
    transform = new Ammo.btTransform;
    transform.setIdentity(); // reset any existing transform
    transform.setOrigin(new Ammo.btVector3( 25, 5, 0 ));
    transform.setRotation(new Ammo.btQuaternion( 0, 0, Math.PI / 16 ));
    
    motionState = new Ammo.btDefaultMotionState( transform );
    rbInfo = new Ammo.btRigidBodyConstructionInfo( 0, motionState, shape, localInertia ); // mass, motion state, shape, inertia
    
    body = new Ammo.btRigidBody( rbInfo );
    world.addRigidBody( body ); // Add this physics body to the world
    
    
    // Create the floor
    var floor = new THREE.Mesh( new THREE.PlaneGeometry( 100, 50 ), material_red );
    scene.add( floor );
    
    shape = new Ammo.btBoxShape(new Ammo.btVector3( 50, .01, 25  )); // "50" = half of the width of the floor, ".01" = small height number to represent the plane, "25" = half of the depth
    shape.calculateLocalInertia( 0, localInertia ); // "0" is the ramp's mass. For a static shape this must be 0
    
    // position the floor
    
    floor.position.y = -15;
    
    transform = new Ammo.btTransform;
    transform.setIdentity(); // reset any existing transform
    transform.setOrigin(new Ammo.btVector3( 0, -15, 0 ));
    transform.setRotation(new Ammo.btQuaternion( 0, 0, 0 ));
    
    motionState = new Ammo.btDefaultMotionState( transform );
    rbInfo = new Ammo.btRigidBodyConstructionInfo( 0, motionState, shape, localInertia ); // mass, motion state, shape, inertia
    
    body = new Ammo.btRigidBody( rbInfo );
    world.addRigidBody( body ); // Add this physics body to the world
    
}

function addBall() {
    var ball, mass;
    
    if ( !state ) return;
    
    if ( Math.random() >= .25 ) {
        ball = new THREE.Mesh( ball_geometry, ball_material );
        mass = 5;
        shape = new Ammo.btSphereShape( 3 ); // "3" = radius
        shape.calculateLocalInertia( mass, localInertia ); // "5" is the ball's mass.
    } else {
        ball = new THREE.Mesh( large_ball_geometry, large_ball_material );
        mass = 10;
        shape = new Ammo.btSphereShape( 3 ); // "4" = radius
        shape.calculateLocalInertia( mass, localInertia ); // "10" is the ball's mass.
    }
    
    ball.position.y = 50;
    ball.position.x = Math.random() * 40 - 20; // Random positon between -20 and 20
    ball.useQuaternion = true; // Makes updating the rotations much easier as Ammo.js uses quaternions
    scene.add( ball );
    
    transform = new Ammo.btTransform;
    transform.setIdentity(); // reset any existing transform
    transform.setOrigin(new Ammo.btVector3( ball.position.x, ball.position.y, 0 ));
    transform.setRotation(new Ammo.btQuaternion( 0, 0, 0 ));
    
    motionState = new Ammo.btDefaultMotionState( transform );
    rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia ); // mass, motion state, shape, inertia
    rbInfo.set_m_friction( .3 );
    rbInfo.set_m_restitution( .3 );
    
    body = new Ammo.btRigidBody( rbInfo );
    body.mesh = ball; // Save a reference from the body to the 3D mesh
    world.addRigidBody( body ); // Add this physics body to the world
    balls.push( body );
    
    body.setCollisionFlags( body.getCollisionFlags() | 8 );
}

function updateWorld() {
    requestAnimationFrame( updateWorld );
    
    if ( !state ) return;
    
    var delta,
        now = (new Date()).getTime(),
        i,
        origin, rotation;
    
    if ( time_last_run ) {
        delta = ( now - time_last_run ) / 1000;
    } else {
        delta = 1 / 60;
    }
    time_last_run = now; 
    
    world.stepSimulation(
        delta * 2, // double the speed of the simulation
        10,        // max substeps
        1 / 60     // size of each substep
    );
    
    // Update the scene objects
    for ( i = 0; i < balls.length; i++ ) {
        transform = balls[i].getCenterOfMassTransform();

        origin = transform.getOrigin();
        rotation = transform.getRotation();
        
        balls[i].mesh.position.set( origin.x(), origin.y(), origin.z() );
        balls[i].mesh.quaternion.set( rotation.x(), rotation.y(), rotation.z(), rotation.w() );
    }
    
    
    renderer.render( scene, camera );
}

addLights();
buildScene();

document.getElementById( 'startStop' ).addEventListener('click',
    function() {
        if ( this.innerHTML === 'Start' ) {
            this.innerHTML = 'Stop';
            time_last_run = (new Date()).getTime();
            state = true;
        } else {
            this.innerHTML = 'Start';
            state = false;
        }
    }
)

updateWorld();

setInterval( addBall, 500 );
<button id="startStop">Start</button><br />
<canvas id="viewport" width="600" height="600"></canvas>

              

External resources loaded into this fiddle: