/// <summary> /// Adds a distance joint. A distance joint constrains two points on two bodies to remain at a fixed distance from each /// other. You can view this as a massless, rigid rod. /// <para/> /// This overload attaches a body to a fixed point in the world. /// </summary> /// <param name="manager">The manager.</param> /// <param name="body">The body.</param> /// <param name="anchorWorld">The anchor in the world, in world coordinates.</param> /// <param name="anchorBody">The anchor on the body, in world coordinates.</param> /// <param name="frequency">The mass-spring-damper frequency in Hertz. A value of 0 disables softness.</param> /// <param name="dampingRatio">The damping ratio. 0 = no damping, 1 = critical damping.</param> /// <param name="collideConnected">Whether the two bodies still collide.</param> /// <returns>The created joint.</returns> /// <remarks>Do not use a zero or short length.</remarks> public static DistanceJoint AddDistanceJoint( this IManager manager, Body body, WorldPoint anchorWorld, WorldPoint anchorBody, float frequency = 0, float dampingRatio = 0, bool collideConnected = false) { return(manager.AddDistanceJoint( body, manager.GetSimulation().FixPoint, anchorWorld, anchorBody, frequency, dampingRatio, collideConnected)); }