anchor.diff:        (bodyA._body.position.y + bodyB._body.position.y) / 2.0
       );
       b2Def.initialize(bodyA._body, bodyB._body, middle);
  +    b2Def.dampingRatio = dampening;
  +    b2Def.frequencyHz = frequency;
       return physicsNode.b2World.createJoint(b2Def);
     }
   }
  
positive.code:   PhysicsJointRevolute(
      PhysicsBody bodyA,
      PhysicsBody bodyB,
      this.worldAnchor, {
        this.lowerAngle: 0.0,
        this.upperAngle: 0.0,
        this.enableLimit: false,
  
negative.code:   box2d.Joint _createB2Joint(PhysicsNode physicsNode) {
      // Create Joint Definition
      Vector2 vecAnchor = new Vector2(
        _worldAnchor.x / physicsNode.b2WorldToNodeConversionFactor,
        _worldAnchor.y / physicsNode.b2WorldToNodeConversionFactor
      );
  
      box2d.RevoluteJointDef b2Def = new box2d.RevoluteJointDef();
  