public float SolveLinearAxis(
			float timeStep,
			float jacDiagABInv,
			RigidBody body1, ref Vector3 pointInA,
			RigidBody body2, ref Vector3 pointInB,
			int limit_index,
			ref Vector3 axis_normal_on_a,
			ref Vector3 anchorPos)
		{
			///find relative velocity
			//    Vector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition();
			//    Vector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition();
			Vector3 rel_pos1 = anchorPos - body1.GetCenterOfMassPosition();
			Vector3 rel_pos2 = anchorPos - body2.GetCenterOfMassPosition();

			Vector3 vel1 = Vector3.Zero;
			body1.InternalGetVelocityInLocalPointObsolete(ref rel_pos1,ref vel1);
			Vector3 vel2 = Vector3.Zero;;
			body2.InternalGetVelocityInLocalPointObsolete(ref rel_pos2,ref vel2);
			Vector3 vel = vel1 - vel2;

			float rel_vel = Vector3.Dot(axis_normal_on_a,vel);

			/// apply displacement correction

			//positional error (zeroth order error)
			float depth = -Vector3.Dot((pointInA - pointInB),axis_normal_on_a);
			float	lo = float.MinValue;
			float	hi = float.MaxValue;

			float minLimit = MathUtil.VectorComponent(ref m_lowerLimit,limit_index);
			float maxLimit = MathUtil.VectorComponent(ref m_upperLimit,limit_index);

			//handle the limits
			if (minLimit < maxLimit)
			{
				{
					if (depth > maxLimit)
					{
						depth -= maxLimit;
						lo = 0f;

					}
					else
					{
						if (depth < minLimit)
						{
							depth -= minLimit;
							hi = 0f;
						}
						else
						{
							return 0.0f;
						}
					}
				}
			}

			float normalImpulse= m_limitSoftness*(m_restitution*depth/timeStep - m_damping*rel_vel) * jacDiagABInv;

			float oldNormalImpulse = MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index);
			float sum = oldNormalImpulse + normalImpulse;
			MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index,(sum > hi ? 0f: sum < lo ? 0f : sum));
			normalImpulse = MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index) - oldNormalImpulse;

			Vector3 impulse_vector = axis_normal_on_a * normalImpulse;
			//body1.applyImpulse( impulse_vector, rel_pos1);
			//body2.applyImpulse(-impulse_vector, rel_pos2);

			Vector3 ftorqueAxis1 = Vector3.Cross(rel_pos1,axis_normal_on_a);
			Vector3 ftorqueAxis2 = Vector3.Cross(rel_pos2,axis_normal_on_a);
			body1.InternalApplyImpulse(axis_normal_on_a*body1.GetInvMass(), Vector3.TransformNormal(ftorqueAxis1,body1.GetInvInertiaTensorWorld()),normalImpulse);
			body2.InternalApplyImpulse(axis_normal_on_a * body2.GetInvMass(), Vector3.TransformNormal(ftorqueAxis2,body2.GetInvInertiaTensorWorld()), -normalImpulse);

			return normalImpulse;

		}