public LinearSpring(Body body1, Vector2 attachPoint1, Body body2, Vector2 attachPoint2, float springConstant, float dampningConstant) { _body1 = body1; _body2 = body2; this.attachPoint1 = attachPoint1; this.attachPoint2 = attachPoint2; this.springConstant = springConstant; this.dampningConstant = dampningConstant; Vector2 difference = body2.GetWorldPosition(attachPoint2) - body1.GetWorldPosition(attachPoint1); restLength = difference.Length(); }