function LockConstraint(bodyA, bodyB, options){
    options = options || {};
    var maxForce = typeof(options.maxForce) !== 'undefined' ? options.maxForce : 1e6;

    // Set pivot point in between
    var pivotA = new Vec3();
    var pivotB = new Vec3();
    var halfWay = new Vec3();
    bodyA.position.vadd(bodyB.position, halfWay);
    halfWay.scale(0.5, halfWay);
    bodyB.pointToLocalFrame(halfWay, pivotB);
    bodyA.pointToLocalFrame(halfWay, pivotA);
    PointToPointConstraint.call(this, bodyA, pivotA, bodyB, pivotB, maxForce);

    /**
     * @property {RotationalEquation} rotationalEquation1
     */
    var r1 = this.rotationalEquation1 = new RotationalEquation(bodyA,bodyB,options);

    /**
     * @property {RotationalEquation} rotationalEquation2
     */
    var r2 = this.rotationalEquation2 = new RotationalEquation(bodyA,bodyB,options);

    /**
     * @property {RotationalEquation} rotationalEquation3
     */
    var r3 = this.rotationalEquation3 = new RotationalEquation(bodyA,bodyB,options);

    this.equations.push(r1, r2, r3);
}
Lock constraint. Will remove all degrees of freedom between the bodies.
@class LockConstraint
@constructor
@author schteppe
@param {Body} bodyA
@param {Body} bodyB
@param {object} [options]
@param {Number} [options.maxForce=1e6]
@extends PointToPointConstraint