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)); }