public float GetJointTranslation()
{
Body b1 = _body1;
Body b2 = _body2;
Vec2 p1 = b1.GetWorldPoint(_localAnchor1);
Vec2 p2 = b2.GetWorldPoint(_localAnchor2);
Vec2 d = p2 - p1;
Vec2 axis = b1.GetWorldVector(_localXAxis1);
float translation = Vec2.Dot(d, axis);
return translation;
}