anchor.diff:  Do the following once per application to gain access to the `physicsSpace` object:
   
   .  Make your application extend `com.jme3.app.SimpleApplication`.
  -.  Create a BulletAppState field: 
  +.  Create a BulletAppState field:
   +
   [source,java]
   ----
   private BulletAppState bulletAppState;
   ----
   
  -.  Initialize your bulletAppState and attach it to the state manager: 
  +.  Initialize your bulletAppState and attach it to the state manager:
   +
   [source,java]
   ----
  
positive.code: [cols="2", options="header"]
  |===
  
  a| RigidBodyControl Method 
  a| Motion 
  
  a| setPhysicsLocation()
  a|Positions the objects. Do not use setLocalTranslation() for physical objects. Important: Make certain not to make CollisionShapes overlap when positioning them. 
  
  a| setPhysicsRotation()
  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.) 
  
  |===
  
  
negative.code: *  One way of using a constructor and a Geometry's mesh for static Spatials:
  [source,java]
  ----
  MeshCollisionShape level_shape =
      new MeshCollisionShape(level_geo.getMesh());
  ----
  
  *  One way of using a constructor and a Geometry's mesh for dynamic Spatials:
  [source,java]
  ----
  HullCollisionShape shape =
      new HullCollisionShape(katamari_geo.getMesh());
  ----
  
  