anchor.diff:  
   The Control interface can be found under `com.jme3.scene.control.Control`. It has the following method signatures:
   
  -*  `cloneForSpatial(Spatial)`: Clones the Control and attaches it to a clone of the given Spatial. +
  -Implement this method to be able to <<jme3/advanced/save_and_load#,save() and load()>> Spatials carrying this Control. +
  -The AssetManager also uses this method if the same spatial is loaded twice. You can specify which fields you want your object to reuse (e.g. collisionshapes) in this case. 
  -*  `setEnabled(boolean)`: Toggles a boolean that enables or disables the Control. Goes with accessor `isEnabled();`. You test for it in the `update(float tpf)` loop before you execute anything.
  -*  There are also some internal methods that you do not call from user code: `setSpatial(Spatial s)`, `update(float tpf);`, `render(RenderManager rm, ViewPort vp)`.
  +*  `cloneForSpatial(Spatial)`: Clones the Control and attaches it to a clone of the given Spatial.
  ++
  +Implement this method to be able to <<jme3/advanced/save_and_load#,save() and load()>> Spatials carrying this Control.
  ++
  +The AssetManager also uses this method if the same spatial is loaded twice. You can specify which fields you want your object to reuse (e.g. collisionshapes) in this case.
  +*  `setEnabled(boolean)`: Toggles a boolean that enables or disables the Control. Goes with accessor `isEnabled();`. You test for it in the `update(float tpf)` loop before you execute anything.
  +*  There are also some internal methods that you do not call from user code: `setSpatial(Spatial s)`, `update(float tpf);`, `render(RenderManager rm, ViewPort vp)`.
   
   Usage example:
   
  
positive.code: 
  [source,java]
  ----
  public interface ManualControl extends Control {    
      public void steerX(float value);    
      public void steerY(float value);    
      public void moveX(float value);    
      public void moveY(float value);    
      public void moveZ(float value);   
      ...
  }
  ----
  
negative.code: 
  Existing examples in the code base include:
  
  *  link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/animation/AnimControl.java[AnimControl.java] allows manipulation of skeletal animation, including blending and multiple channels.
  *  link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/scene/control/CameraControl.java[CameraControl.java] allows you to sync the camera position with the position of a given spatial.
  *  link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/scene/control/BillboardControl.java[BillboardControl.java] displays a flat picture orthogonally, e.g. a speech bubble or informational dialog.
  *  link:https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-bullet/src/common/java/com/jme3/bullet/control[PhysicsControl] subclasses (such as CharacterControl, RigidBodyControl, VehicleControl) allow you to add physical properties to any spatial. PhysicsControls tie into capabilities provided by the BulletAppState.
  
  
  == AbstractControl Class
  