anchor.diff:          body.LinearVelocity <- FarseerPhysicsEngine.toPhysicsV2 bodyProperties.LinearVelocity
           body.LinearDamping <- bodyProperties.LinearDamping
           // body.Inertia <- bodyProperties.Inertia TODO: P1: should we implement this? what does the value mean?
  -        // body.GravityScale <- bodyProperties.GravityScale TODO: P1: figure out how to deal with this missing functionality.
  +        body.IgnoreGravity <- true // we do all gravity processing ourselves due to - https://github.com/tainicom/Aether.Physics2D/issues/85#issuecomment-716051707
           body.SetCollisionCategories (enum<Category> bodyProperties.CollisionCategories)
           body.SetCollidesWith (enum<Category> bodyProperties.CollisionMask)
           body.BodyType <- FarseerPhysicsEngine.toPhysicsBodyType bodyProperties.BodyType
  
positive.code:       Rotation : single }
  
  /// Tracks physics bodies by their PhysicsIds.
  type BodyDictionary = Dictionary<PhysicsId, Dynamics.Body>
  
  /// Tracks physics joints by their PhysicsIds.
  type JointDictionary = Dictionary<PhysicsId, Dynamics.Joints.Joint>
  
negative.code:             Array.toList
  
          member physicsEngine.GetBodyLinearVelocity physicsId =
              let (_, body) = physicsEngine.Bodies.[physicsId]
              FarseerPhysicsEngine.toPixelV2 body.LinearVelocity
  
          member physicsEngine.GetBodyToGroundContactNormals physicsId =
  