/// <summary>
 /// Creates a revolute joint.
 /// </summary>
 /// <param name="bodyA"></param>
 /// <param name="bodyB"></param>
 /// <param name="localAnchorB">The anchor of bodyB in local coordinates</param>
 /// <returns></returns>
 public static RevoluteJoint CreateRevoluteJoint(PhysicsBody bodyA, PhysicsBody bodyB, Vector2 localAnchorB)
 {
     Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(localAnchorB));
     RevoluteJoint joint = new RevoluteJoint(bodyA, bodyB, localanchorA, localAnchorB);
     return joint;
 }
 /// <summary>
 /// Creates a prsimatic joint
 /// </summary>
 /// <param name="bodyA"></param>
 /// <param name="bodyB"></param>
 /// <param name="localanchorB"></param>
 /// <param name="axis"></param>
 /// <returns></returns>
 public static PrismaticJoint CreatePrismaticJoint(PhysicsBody bodyA, PhysicsBody bodyB, Vector2 localanchorB, Vector2 axis)
 {
     Vector2 localanchorA = bodyA.GetLocalPoint(bodyB.GetWorldPoint(localanchorB));
     PrismaticJoint joint = new PrismaticJoint(bodyA, bodyB, localanchorA, localanchorB, axis);
     return joint;
 }