src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java
/**
     * Apply a torque to the body. Effective on the next time step, then
     * cleared.
     * <p>
     * To apply a torque impulse, use
     * {@link #applyTorqueImpulse(com.jme3.math.Vector3f)}.
     *
     * @param torque the torque vector (mass times physics-space units squared
     * per second squared in physics-space coordinates, not null, unaffected)
     */
Apply a torque to the body. Effective on the next time step, then
cleared.

To apply a torque impulse, use
#applyTorqueImpulse(com.jme3.math.Vector3f).

@param torque the torque vector (mass times physics-space units squared
per second squared in physics-space coordinates, not null, unaffected)
Apply a torque to the body . Effective on the next time step then cleared . To apply a torque impulse use #applyTorqueImpulse ( com . jme3 . math . Vector3f ) . @param torque the torque vector ( mass times physics - space units squared per second squared in physics - space coordinates not null unaffected )
public void applyTorque(Vector3f torque) {
        Validate.finite(torque, "torque");
        long objectId = nativeId();
        applyTorque(objectId, torque);
        activate();
    }
public void applyTorque ( Vector3f torque ) { Validate . finite ( torque , "torque" ) ; long objectId = nativeId ( ) ; applyTorque ( objectId , torque ) ; activate ( ) ; }
Apply a torque to the body.
Apply a torque to the body .