anchor.diff:          match physicsEngine.Joints.TryGetValue destroyJointMessage.PhysicsId with
           | (true, joint) ->
               physicsEngine.Joints.Remove destroyJointMessage.PhysicsId |> ignore
  -            physicsEngine.PhysicsContext.RemoveJoint joint
  +            physicsEngine.PhysicsContext.Remove joint
           | (false, _) ->
               if not physicsEngine.RebuildingHack then
                   Log.debug ("Could not destroy non-existent joint with PhysicsId = " + scstring destroyJointMessage.PhysicsId + "'.")
  
positive.code:         let bodySource = { Simulant = sourceSimulant; BodyId = bodyProperties.BodyId }
  
          // make the body
          let body =
              Factories.BodyFactory.CreateBody
                  (physicsEngine.PhysicsContext,
                   FarseerPhysicsEngine.toPhysicsV2 bodyProperties.Position,
                   bodyProperties.Rotation,
                   bodySource)
  
          // configure body
          FarseerPhysicsEngine.configureBodyProperties bodyProperties body
  
negative.code:             if body.Awake && body.BodyType <> Dynamics.BodyType.Static then
                  let bodyTransformMessage =
                      BodyTransformMessage
                          { BodySource = body.Tag :?> BodySourceInternal
                            Position = FarseerPhysicsEngine.toPixelV2 body.Position
                            Rotation = body.Rotation }
                  physicsEngine.IntegrationMessages.Add bodyTransformMessage
  