private void dropTest2(Vector3f offset) {
        offset = offset.add(18, 6, -18);
        attachTestObject(new Torus(16, 16, 0.3f, 0.8f), new Vector3f(12f, 0f, 5f).add(offset), 3);
        attachTestObject(new PQTorus(3f, 5f, 0.8f, 0.2f, 96, 16), new Vector3f(0, 0, 0).add(offset), 10);
    }
This test demonstrates various GImpactCollisionShapes colliding against two identical curved surfaces. The
left surface is a MeshCollisionShape, right surface is another GImpactCollisionShape. An ideal result is
for all objects to land and change to a blue colored mesh indicating they are inactive. Falling through the
floor, or never going inactive (bouncing forever) are failure conditions.
<p>
Observations as of June 2019 (JME v3.3.0-alpha2):
<ol>
<li>
With default starting parameters, Native Bullet should pass the test parameters above. JBullet fails due to
the rocket/MeshCollisionShape never going inactive.
</li>
<li>
Native Bullet behaves better than JBullet. JBullet sometimes allows objects to "gain too much energy" after
a collision, such as the rocket or teapot. Native also does this, to a lesser degree. This generally
appears to happen at larger object scales.
</li>
<li>
JBullet allows some objects to get "stuck" inside the floor, which usually results in a fall-through
eventually, generally a larger scales for this test.
</li>
<li>
Some shapes such as PQTorus and signpost never go inactive at larger scales for both Native and JBullet (test
at 1.5 and 1.9 scale)
</li>
</ol>

@author lou
jme3-examples/src/main/java/jme3test/bullet/shape/TestGimpactShape.java