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

@param force the force vector (mass times physics-space units per second
squared in physics-space coordinates, not null, unaffected)
@param offset the location to apply the force (relative to the body's
center in physics-space coordinates, not null, unaffected)
Apply a force to the body . Effective on the next time step then cleared . @param force the force vector ( mass times physics - space units per second squared in physics - space coordinates not null unaffected ) @param offset the location to apply the force ( relative to the body ' s center in physics - space coordinates not null unaffected )
public void applyForce(Vector3f force, Vector3f offset) {
        Validate.finite(force, "force");
        Validate.finite(offset, "offset");
        long objectId = nativeId();
        applyForce(objectId, force, offset);
        activate();
    }
public void applyForce ( Vector3f force , Vector3f offset ) { Validate . finite ( force , "force" ) ; Validate . finite ( offset , "offset" ) ; long objectId = nativeId ( ) ; applyForce ( objectId , force , offset ) ; activate ( ) ; }
Apply a force to the body.
Apply a force to the body .