void CreatePoint2PointConstraint()
        {
            cubeRigidBody.LinearFactor    = Vector3.Zero;
            cubeRigidBody.AngularFactor   = Vector3.Zero;
            sphereRigidBody.LinearFactor  = new Vector3(1, 1, 1);
            sphereRigidBody.AngularFactor = new Vector3(1, 1, 1);

            currentConstraint = Simulation.CreateConstraint(ConstraintTypes.Point2Point, cubeRigidBody, sphereRigidBody,
                                                            Matrix.Identity, Matrix.Translation(new Vector3(4, 0, 0)));
            simulation.AddConstraint(currentConstraint);
            constraintNameBlock.Text = "Point to Point";

            //there are no limits so the sphere will orbit once we apply this
            sphereRigidBody.ApplyImpulse(new Vector3(0, 0, 18));
        }