Physics V2 constraint types available with Havok:

// Ball-and-socket constraint (allows rotation in all directions)
const ballConstraint = new BABYLON.BallAndSocketConstraint(
    new BABYLON.Vector3(0, 0, 0),  // pivot on body A
    new BABYLON.Vector3(0, 2, 0),  // pivot on body B
    scene
);
bodyA.addConstraint(bodyB, ballConstraint);

// Distance constraint (maintains fixed distance)
const distConstraint = new BABYLON.DistanceConstraint(
    5, // distance to maintain
    scene
);
bodyA.addConstraint(bodyB, distConstraint);

// Prismatic constraint (allows movement along one axis)
const prismaticConstraint = new BABYLON.PrismaticConstraint(
    new BABYLON.Vector3(0, 0, 0),  // pivot on body A
    new BABYLON.Vector3(0, 0, 0),  // pivot on body B
    new BABYLON.Vector3(1, 0, 0),  // axis on body A
    new BABYLON.Vector3(1, 0, 0),  // axis on body B
    scene
);
bodyA.addConstraint(bodyB, prismaticConstraint);

// Lock constraint (completely fixes two bodies together)
const lockConstraint = new BABYLON.LockConstraint(
    new BABYLON.Vector3(0, 0, 0),
    new BABYLON.Vector3(0, 2, 0),
    new BABYLON.Vector3(0, 1, 0),
    new BABYLON.Vector3(0, 1, 0),
    scene
);
bodyA.addConstraint(bodyB, lockConstraint);