anchor.diff:  a|Rotates the object. Do not use setLocalRotate() for physical objects.
   
   a| setKinematic(true) 
  -a| By default, RigidBodyControls are dynamic (kinematic=false) and are affected by forces. If you set kinematic=true, the object is no longer affected by forces, but it still affects others. A kinematic is solid, and must have a mass. +(See detailed explanation below.) 
  +a| By default, RigidBodyControls are dynamic (kinematic=false) and are affected by forces. If you set kinematic=true, the object is no longer affected by forces, but it still affects others. A kinematic is solid, and must have a mass. +
  +(See detailed explanation below.) 
   
   |===
   
  
positive.code: 
  <a| CylinderCollisionShape()    
  a| Tube-shaped and disc-shaped behaviour, can roll on one side. 
  a| Oblong objects like pillars. +Disc-shaped objects like wheels, plates. 
  
  <a| CompoundCollisionShape()    
  a| A CompoundCollisionShape allows custom combinations of shapes. Use the `addChildShape()` method on the compound object to add other shapes to it and position them relative to one another. 
  
negative.code: a| Examples 
  
  a| setGravity(new Vector3f(0f,-9.81f,0f)) 
  a| You can change the gravity of individual physics objects after they were added to the PhysicsSpace. Gravity is a vector pointing from this Spatial towards the source of gravity. The longer the vector, the stronger is gravity. +
  If gravity is the same absolute direction for all objects (e.g. on a planet surface), set this vector globally on the PhysicsSpace object and not individually. +
  If the center of gravity is relative (e.g. towards a black hole) then setGravity() on each Spatial to constantly adjust the gravity vectors at each tick of their update() loops.
  a|For planet earth: +
  `new Vector3f(0f,-9.81f,0f)`
  
  a| setMass(1f) 
  a| Sets the mass in kilogram. Dynamic objects have masses &gt; 0.0f. Heavy dynamic objects need more force to be moved and light ones move with small amounts of force. +
  Static immobile objects (walls, floors, including buildings and terrains) must have a mass of zero! 
  a| Person: 60f, ball: 1.0f +
  Floor: 0.0f (!)
  
  a| setFriction(1f) 
  a| Friction. +
  Slippery objects have low friction. The ground has high friction. 
  a| Ice, slides: 0.0f +
  Soil, concrete, rock: 1.0f 
  
  a| setRestitution(0.0f) 
  a| Bounciness. By default objects are not bouncy (0.0f). For a bouncy rubber object set this &gt; 0.0f. +
  Both the object and the surface must have non-zero restitution for bouncing to occur. +
  This setting has an impact on performance, so use it sparingly. 
  a| Brick: 0.0f +
  Rubber ball: 1.0f 
  
  a|setCcdMotionThreshold()
  a|The amount of motion in 1 physics tick to trigger the continuous motion detection in moving objects that push one another. Rarely used, but necessary if your moving objects get stuck or roll through one another.
  