ode/src/joint.cpp
author Stefan Karlsson <stefan.karlsson@nokia.com>
Sat, 10 Apr 2010 13:41:05 +0100
branchCompilerCompatibility
changeset 13 e68b6005d280
parent 0 2f259fa3e83a
permissions -rw-r--r--
Got rid of some trivial warnings (nested comments and tokens after #endif).

/*************************************************************************
 *                                                                       *
 * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith.       *
 * All rights reserved.  Email: russ@q12.org   Web: www.q12.org          *
 *                                                                       *
 * This library is free software; you can redistribute it and/or         *
 * modify it under the terms of EITHER:                                  *
 *   (1) The GNU Lesser General Public License as published by the Free  *
 *       Software Foundation; either version 2.1 of the License, or (at  *
 *       your option) any later version. The text of the GNU Lesser      *
 *       General Public License is included with this library in the     *
 *       file LICENSE.TXT.                                               *
 *   (2) The BSD-style license that is included with this library in     *
 *       the file LICENSE-BSD.TXT.                                       *
 *                                                                       *
 * This library is distributed in the hope that it will be useful,       *
 * but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files    *
 * LICENSE.TXT and LICENSE-BSD.TXT for more details.                     *
 *                                                                       *
 *************************************************************************/

/*

design note: the general principle for giving a joint the option of connecting
to the static environment (i.e. the absolute frame) is to check the second
body (joint->node[1].body), and if it is zero then behave as if its body
transform is the identity.

*/

#include <ode/ode.h>
#include <ode/odemath.h>
#include <ode/rotation.h>
#include <ode/matrix.h>
#include "joint.h"

#define dCROSSMUL(a,op,b,c) \
do { \
  (a)[0] op dMUL(REAL(0.5),(dMUL((b)[1],(c)[2]) - dMUL((b)[2],(c)[1]))); \
  (a)[1] op dMUL(REAL(0.5),(dMUL((b)[2],(c)[0]) - dMUL((b)[0],(c)[2]))); \
  (a)[2] op dMUL(REAL(0.5),(dMUL((b)[0],(c)[1]) - dMUL((b)[1],(c)[0]))); \
} while(0)

//****************************************************************************
// externs

// extern "C" void dBodyAddTorque (dBodyID, dReal fx, dReal fy, dReal fz);
// extern "C" void dBodyAddForce (dBodyID, dReal fx, dReal fy, dReal fz);

//****************************************************************************
// utility

// set three "ball-and-socket" rows in the constraint equation, and the
// corresponding right hand side.

static inline void setBall (dxJoint *joint, dxJoint::Info2 *info,
			    dVector3 anchor1, dVector3 anchor2)
{
  // anchor points in global coordinates with respect to body PORs.
  dVector3 a1,a2;

  int s = info->rowskip;

  // set jacobian
  info->J1l[0] = REAL(1.0);
  info->J1l[s+1] = REAL(1.0);
  info->J1l[2*s+2] = REAL(1.0);
  dMULTIPLY0_331 (a1,joint->node[0].body->posr.R,anchor1);
  dCROSSMAT (info->J1a,a1,s,-,+);
  if (joint->node[1].body) {
    info->J2l[0] = -REAL(1.0);
    info->J2l[s+1] = -REAL(1.0);
    info->J2l[2*s+2] = -REAL(1.0);
    dMULTIPLY0_331 (a2,joint->node[1].body->posr.R,anchor2);
    dCROSSMAT (info->J2a,a2,s,+,-);
  }

  // set right hand side
  dReal k = dMUL(info->fps,info->erp);
  if (joint->node[1].body) {
    for (int j=0; j<3; j++) {
      info->c[j] = dMUL(k,(a2[j] + joint->node[1].body->posr.pos[j] -
			a1[j] - joint->node[0].body->posr.pos[j]));
    }
  }
  else {
    for (int j=0; j<3; j++) {
      info->c[j] = dMUL(k,(anchor2[j] - a1[j] -
			joint->node[0].body->posr.pos[j]));
    }
  }
}


// this is like setBall(), except that `axis' is a unit length vector
// (in global coordinates) that should be used for the first jacobian
// position row (the other two row vectors will be derived from this).
// `erp1' is the erp value to use along the axis.

static inline void setBall2 (dxJoint *joint, dxJoint::Info2 *info,
			    dVector3 anchor1, dVector3 anchor2,
			    dVector3 axis, dReal erp1)
{
  // anchor points in global coordinates with respect to body PORs.
  dVector3 a1,a2;

  int i,s = info->rowskip;

  // get vectors normal to the axis. in setBall() axis,q1,q2 is [1 0 0],
  // [0 1 0] and [0 0 1], which makes everything much easier.
  dVector3 q1,q2;
  dPlaneSpace (axis,q1,q2);

  // set jacobian
  for (i=0; i<3; i++) info->J1l[i] = axis[i];
  for (i=0; i<3; i++) info->J1l[s+i] = q1[i];
  for (i=0; i<3; i++) info->J1l[2*s+i] = q2[i];
  dMULTIPLY0_331 (a1,joint->node[0].body->posr.R,anchor1);
  dCROSS (info->J1a,=,a1,axis);
  dCROSS (info->J1a+s,=,a1,q1);
  dCROSS (info->J1a+2*s,=,a1,q2);
  if (joint->node[1].body) {
    for (i=0; i<3; i++) info->J2l[i] = -axis[i];
    for (i=0; i<3; i++) info->J2l[s+i] = -q1[i];
    for (i=0; i<3; i++) info->J2l[2*s+i] = -q2[i];
    dMULTIPLY0_331 (a2,joint->node[1].body->posr.R,anchor2);
    dCROSS (info->J2a,= -,a2,axis);
    dCROSS (info->J2a+s,= -,a2,q1);
    dCROSS (info->J2a+2*s,= -,a2,q2);
  }

  // set right hand side - measure error along (axis,q1,q2)
  dReal k1 = dMUL(info->fps,erp1);
  dReal k = dMUL(info->fps,info->erp);

  for (i=0; i<3; i++) a1[i] += joint->node[0].body->posr.pos[i];
  if (joint->node[1].body) {
    for (i=0; i<3; i++) a2[i] += joint->node[1].body->posr.pos[i];
    info->c[0] = dMUL(k1,(dDOT(axis,a2) - dDOT(axis,a1)));
    info->c[1] = dMUL(k,(dDOT(q1,a2) - dDOT(q1,a1)));
    info->c[2] = dMUL(k,(dDOT(q2,a2) - dDOT(q2,a1)));
  }
  else {
    info->c[0] = dMUL(k1,(dDOT(axis,anchor2) - dDOT(axis,a1)));
    info->c[1] = dMUL(k,(dDOT(q1,anchor2) - dDOT(q1,a1)));
    info->c[2] = dMUL(k,(dDOT(q2,anchor2) - dDOT(q2,a1)));
  }
}


// set three orientation rows in the constraint equation, and the
// corresponding right hand side.

static void setFixedOrientation(dxJoint *joint, dxJoint::Info2 *info, dQuaternion qrel, int start_row)
{
  int s = info->rowskip;
  int start_index = start_row * s;

  // 3 rows to make body rotations equal
  info->J1a[start_index] = REAL(1.0);
  info->J1a[start_index + s + 1] = REAL(1.0);
  info->J1a[start_index + s*2+2] = REAL(1.0);
  if (joint->node[1].body) {
    info->J2a[start_index] = REAL(-1.0);
    info->J2a[start_index + s+1] = REAL(-1.0);
    info->J2a[start_index + s*2+2] = REAL(-1.0);
  }

  // compute the right hand side. the first three elements will result in
  // relative angular velocity of the two bodies - this is set to bring them
  // back into alignment. the correcting angular velocity is
  //   |angular_velocity| = angle/time = erp*theta / stepsize
  //                      = (erp*fps) * theta
  //    angular_velocity  = |angular_velocity| * u
  //                      = (erp*fps) * theta * u
  // where rotation along unit length axis u by theta brings body 2's frame
  // to qrel with respect to body 1's frame. using a small angle approximation
  // for sin(), this gives
  //    angular_velocity  = (erp*fps) * 2 * v
  // where the quaternion of the relative rotation between the two bodies is
  //    q = [cos(theta/2) sin(theta/2)*u] = [s v]

  // get qerr = relative rotation (rotation error) between two bodies
  dQuaternion qerr,e;
  if (joint->node[1].body) {
    dQuaternion qq;
    dQMultiply1 (qq,joint->node[0].body->q,joint->node[1].body->q);
    dQMultiply2 (qerr,qq,qrel);
  }
  else {
    dQMultiply3 (qerr,joint->node[0].body->q,qrel);
  }
  if (qerr[0] < 0) {
    qerr[1] = -qerr[1];		// adjust sign of qerr to make theta small
    qerr[2] = -qerr[2];
    qerr[3] = -qerr[3];
  }
  dMULTIPLY0_331 (e,joint->node[0].body->posr.R,qerr+1); // @@@ bad SIMD padding!
  dReal k = dMUL(info->fps,info->erp);
  info->c[start_row] = 2*dMUL(k,e[0]);
  info->c[start_row+1] = 2*dMUL(k,e[1]);
  info->c[start_row+2] = 2*dMUL(k,e[2]);
}


// compute anchor points relative to bodies

static void setAnchors (dxJoint *j, dReal x, dReal y, dReal z,
			dVector3 anchor1, dVector3 anchor2)
{
  if (j->node[0].body) {
    dReal q[4];
    q[0] = x - j->node[0].body->posr.pos[0];
    q[1] = y - j->node[0].body->posr.pos[1];
    q[2] = z - j->node[0].body->posr.pos[2];
    q[3] = 0;
    dMULTIPLY1_331 (anchor1,j->node[0].body->posr.R,q);
    if (j->node[1].body) {
      q[0] = x - j->node[1].body->posr.pos[0];
      q[1] = y - j->node[1].body->posr.pos[1];
      q[2] = z - j->node[1].body->posr.pos[2];
      q[3] = 0;
      dMULTIPLY1_331 (anchor2,j->node[1].body->posr.R,q);
    }
    else {
      anchor2[0] = x;
      anchor2[1] = y;
      anchor2[2] = z;
    }
  }
  anchor1[3] = 0;
  anchor2[3] = 0;
}


// compute axes relative to bodies. either axis1 or axis2 can be 0.

static void setAxes (dxJoint *j, dReal x, dReal y, dReal z,
		     dVector3 axis1, dVector3 axis2)
{
  if (j->node[0].body) {
    dReal q[4];
    q[0] = x;
    q[1] = y;
    q[2] = z;
    q[3] = 0;
    dNormalize3 (q);
    if (axis1) {
      dMULTIPLY1_331 (axis1,j->node[0].body->posr.R,q);
      axis1[3] = 0;
    }
    if (axis2) {
      if (j->node[1].body) {
	dMULTIPLY1_331 (axis2,j->node[1].body->posr.R,q);
      }
      else {
	axis2[0] = x;
	axis2[1] = y;
	axis2[2] = z;
      }
      axis2[3] = 0;
    }
  }
}


static void getAnchor (dxJoint *j, dVector3 result, dVector3 anchor1)
{
  if (j->node[0].body) {
    dMULTIPLY0_331 (result,j->node[0].body->posr.R,anchor1);
    result[0] += j->node[0].body->posr.pos[0];
    result[1] += j->node[0].body->posr.pos[1];
    result[2] += j->node[0].body->posr.pos[2];
  }
}


static void getAnchor2 (dxJoint *j, dVector3 result, dVector3 anchor2)
{
  if (j->node[1].body) {
    dMULTIPLY0_331 (result,j->node[1].body->posr.R,anchor2);
    result[0] += j->node[1].body->posr.pos[0];
    result[1] += j->node[1].body->posr.pos[1];
    result[2] += j->node[1].body->posr.pos[2];
  }
  else {
    result[0] = anchor2[0];
    result[1] = anchor2[1];
    result[2] = anchor2[2];
  }
}


static void getAxis (dxJoint *j, dVector3 result, dVector3 axis1)
{
  if (j->node[0].body) {
    dMULTIPLY0_331 (result,j->node[0].body->posr.R,axis1);
  }
}


static void getAxis2 (dxJoint *j, dVector3 result, dVector3 axis2)
{
  if (j->node[1].body) {
    dMULTIPLY0_331 (result,j->node[1].body->posr.R,axis2);
  }
  else {
    result[0] = axis2[0];
    result[1] = axis2[1];
    result[2] = axis2[2];
  }
}


static dReal getHingeAngleFromRelativeQuat (dQuaternion qrel, dVector3 axis)
{
  // the angle between the two bodies is extracted from the quaternion that
  // represents the relative rotation between them. recall that a quaternion
  // q is:
  //    [s,v] = [ cos(theta/2) , sin(theta/2) * u ]
  // where s is a scalar and v is a 3-vector. u is a unit length axis and
  // theta is a rotation along that axis. we can get theta/2 by:
  //    theta/2 = atan2 ( sin(theta/2) , cos(theta/2) )
  // but we can't get sin(theta/2) directly, only its absolute value, i.e.:
  //    |v| = |sin(theta/2)| * |u|
  //        = |sin(theta/2)|
  // using this value will have a strange effect. recall that there are two
  // quaternion representations of a given rotation, q and -q. typically as
  // a body rotates along the axis it will go through a complete cycle using
  // one representation and then the next cycle will use the other
  // representation. this corresponds to u pointing in the direction of the
  // hinge axis and then in the opposite direction. the result is that theta
  // will appear to go "backwards" every other cycle. here is a fix: if u
  // points "away" from the direction of the hinge (motor) axis (i.e. more
  // than 90 degrees) then use -q instead of q. this represents the same
  // rotation, but results in the cos(theta/2) value being sign inverted.

  // extract the angle from the quaternion. cost2 = cos(theta/2),
  // sint2 = |sin(theta/2)|
  dReal cost2 = qrel[0];
  dReal sint2 = dSqrt (dMUL(qrel[1],qrel[1])+dMUL(qrel[2],qrel[2])+dMUL(qrel[3],qrel[3]));
  dReal theta = (dDOT(qrel+REAL(1.0),axis) >= 0) ?	// @@@ padding assumptions
    (2 * dArcTan2(sint2,cost2)) :		// if u points in direction of axis
    (2 * dArcTan2(sint2,-cost2));		// if u points in opposite direction

  // the angle we get will be between 0..2*pi, but we want to return angles
  // between -pi..pi
  if (theta > dPI) theta -= 2*dPI;

  // the angle we've just extracted has the wrong sign
  theta = -theta;

  return theta;
}


// given two bodies (body1,body2), the hinge axis that they are connected by
// w.r.t. body1 (axis), and the initial relative orientation between them
// (q_initial), return the relative rotation angle. the initial relative
// orientation corresponds to an angle of zero. if body2 is 0 then measure the
// angle between body1 and the static frame.
//
// this will not return the correct angle if the bodies rotate along any axis
// other than the given hinge axis.

static dReal getHingeAngle (dxBody *body1, dxBody *body2, dVector3 axis,
			    dQuaternion q_initial)
{
  // get qrel = relative rotation between the two bodies
  dQuaternion qrel;
  if (body2) {
    dQuaternion qq;
    dQMultiply1 (qq,body1->q,body2->q);
    dQMultiply2 (qrel,qq,q_initial);
  }
  else {
    // pretend body2->q is the identity
    dQMultiply3 (qrel,body1->q,q_initial);
  }

  return getHingeAngleFromRelativeQuat (qrel,axis);
}

//****************************************************************************
// dxJointLimitMotor

void dxJointLimitMotor::init (dxWorld *world)
{
  vel = 0;
  fmax = 0;
  lostop = -dInfinity;
  histop = dInfinity;
  fudge_factor = REAL(1.0);
  normal_cfm = world->global_cfm;
  stop_erp = world->global_erp;
  stop_cfm = world->global_cfm;
  bounce = 0;
  limit = 0;
  limit_err = 0;
}


void dxJointLimitMotor::set (int num, dReal value)
{
  switch (num) {
  case dParamLoStop:
    lostop = value;
    break;
  case dParamHiStop:
    histop = value;
    break;
  case dParamVel:
    vel = value;
    break;
  case dParamFMax:
    if (value >= 0) fmax = value;
    break;
  case dParamFudgeFactor:
    if (value >= 0 && value <= REAL(1.0)) fudge_factor = value;
    break;
  case dParamBounce:
    bounce = value;
    break;
  case dParamCFM:
    normal_cfm = value;
    break;
  case dParamStopERP:
    stop_erp = value;
    break;
  case dParamStopCFM:
    stop_cfm = value;
    break;
  }
}


dReal dxJointLimitMotor::get (int num)
{
  switch (num) {
  case dParamLoStop: return lostop;
  case dParamHiStop: return histop;
  case dParamVel: return vel;
  case dParamFMax: return fmax;
  case dParamFudgeFactor: return fudge_factor;
  case dParamBounce: return bounce;
  case dParamCFM: return normal_cfm;
  case dParamStopERP: return stop_erp;
  case dParamStopCFM: return stop_cfm;
  default: return 0;
  }
}


int dxJointLimitMotor::testRotationalLimit (dReal angle)
{
  if (angle <= lostop) {
    limit = 1;
    limit_err = angle - lostop;
    return 1;
  }
  else if (angle >= histop) {
    limit = 2;
    limit_err = angle - histop;
    return 1;
  }
  else {
    limit = 0;
    return 0;
  }
}


int dxJointLimitMotor::addLimot (dxJoint *joint,
				 dxJoint::Info2 *info, int row,
				 const dVector3 ax1, int rotational)
{
  int srow = row * info->rowskip;

  // if the joint is powered, or has joint limits, add in the extra row
  int powered = fmax > 0;
  if (powered || limit) {
    dReal *J1 = rotational ? info->J1a : info->J1l;
    dReal *J2 = rotational ? info->J2a : info->J2l;

    J1[srow+0] = ax1[0];
    J1[srow+1] = ax1[1];
    J1[srow+2] = ax1[2];
    if (joint->node[1].body) {
      J2[srow+0] = -ax1[0];
      J2[srow+1] = -ax1[1];
      J2[srow+2] = -ax1[2];
    }

    // linear limot torque decoupling step:
    //
    // if this is a linear limot (e.g. from a slider), we have to be careful
    // that the linear constraint forces (+/- ax1) applied to the two bodies
    // do not create a torque couple. in other words, the points that the
    // constraint force is applied at must lie along the same ax1 axis.
    // a torque couple will result in powered or limited slider-jointed free
    // bodies from gaining angular momentum.
    // the solution used here is to apply the constraint forces at the point
    // halfway between the body centers. there is no penalty (other than an
    // extra tiny bit of computation) in doing this adjustment. note that we
    // only need to do this if the constraint connects two bodies.

    dVector3 ltd = {};	// Linear Torque Decoupling vector (a torque)
    if (!rotational && joint->node[1].body) {
      dVector3 c;
      c[0]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[0]-joint->node[0].body->posr.pos[0]));
      c[1]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[1]-joint->node[0].body->posr.pos[1]));
      c[2]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[2]-joint->node[0].body->posr.pos[2]));
      dCROSS (ltd,=,c,ax1);
      info->J1a[srow+0] = ltd[0];
      info->J1a[srow+1] = ltd[1];
      info->J1a[srow+2] = ltd[2];
      info->J2a[srow+0] = ltd[0];
      info->J2a[srow+1] = ltd[1];
      info->J2a[srow+2] = ltd[2];
    }

    // if we're limited low and high simultaneously, the joint motor is
    // ineffective
    if (limit && (lostop == histop)) powered = 0;

    if (powered) {
      info->cfm[row] = normal_cfm;
      if (! limit) {
	info->c[row] = vel;
	info->lo[row] = -fmax;
	info->hi[row] = fmax;
      }
      else {
	// the joint is at a limit, AND is being powered. if the joint is
	// being powered into the limit then we apply the maximum motor force
	// in that direction, because the motor is working against the
	// immovable limit. if the joint is being powered away from the limit
	// then we have problems because actually we need *two* lcp
	// constraints to handle this case. so we fake it and apply some
	// fraction of the maximum force. the fraction to use can be set as
	// a fudge factor.

	dReal fm = fmax;
	if ((vel > 0) || (vel==0 && limit==2)) fm = -fm;

	// if we're powering away from the limit, apply the fudge factor
	if ((limit==1 && vel > 0) || (limit==2 && vel < 0)) fm *= fudge_factor;

	if (rotational) {
	  dBodyAddTorque (joint->node[0].body,-dMUL(fm,ax1[0]),-dMUL(fm,ax1[1]),
			  -dMUL(fm,ax1[2]));
	  if (joint->node[1].body)
	    dBodyAddTorque (joint->node[1].body,dMUL(fm,ax1[0]),dMUL(fm,ax1[1]),dMUL(fm,ax1[2]));
	}
	else {
	  dBodyAddForce (joint->node[0].body,-dMUL(fm,ax1[0]),-dMUL(fm,ax1[1]),-dMUL(fm,ax1[2]));
	  if (joint->node[1].body) {
	    dBodyAddForce (joint->node[1].body,dMUL(fm,ax1[0]),dMUL(fm,ax1[1]),dMUL(fm,ax1[2]));

	    // linear limot torque decoupling step: refer to above discussion
	    dBodyAddTorque (joint->node[0].body,-dMUL(fm,ltd[0]),-dMUL(fm,ltd[1]),
			    -dMUL(fm,ltd[2]));
	    dBodyAddTorque (joint->node[1].body,-dMUL(fm,ltd[0]),-dMUL(fm,ltd[1]),
			    -dMUL(fm,ltd[2]));
	  }
	}
      }
    }

    if (limit) {
      dReal k = dMUL(info->fps,stop_erp);
      info->c[row] = -dMUL(k,limit_err);
      info->cfm[row] = stop_cfm;

      if (lostop == histop) {
	// limited low and high simultaneously
	info->lo[row] = -dInfinity;
	info->hi[row] = dInfinity;
      }
      else {
	if (limit == 1) {
	  // low limit
	  info->lo[row] = REAL(0.0);
	  info->hi[row] = dInfinity;
	}
	else {
	  // high limit
	  info->lo[row] = -dInfinity;
	  info->hi[row] = REAL(0.0);
	}

	// deal with bounce
	if (bounce > 0) {
	  // calculate joint velocity
	  dReal vel;
	  if (rotational) {
	    vel = dDOT(joint->node[0].body->avel,ax1);
	    if (joint->node[1].body)
	      vel -= dDOT(joint->node[1].body->avel,ax1);
	  }
	  else {
	    vel = dDOT(joint->node[0].body->lvel,ax1);
	    if (joint->node[1].body)
	      vel -= dDOT(joint->node[1].body->lvel,ax1);
	  }

	  // only apply bounce if the velocity is incoming, and if the
	  // resulting c[] exceeds what we already have.
	  if (limit == 1) {
	    // low limit
	    if (vel < 0) {
	      dReal newc = -dMUL(bounce,vel);
	      if (newc > info->c[row]) info->c[row] = newc;
	    }
	  }
	  else {
	    // high limit - all those computations are reversed
	    if (vel > 0) {
	      dReal newc = -dMUL(bounce,vel);
	      if (newc < info->c[row]) info->c[row] = newc;
	    }
	  }
	}
      }
    }
    return 1;
  }
  else return 0;
}

//****************************************************************************
// ball and socket

static void ballInit (dxJointBall *j)
{
  dSetZero (j->anchor1,4);
  dSetZero (j->anchor2,4);
}


static void ballGetInfo1 (dxJointBall */*j*/, dxJoint::Info1 *info)
{
  info->m = 3;
  info->nub = 3;
}


static void ballGetInfo2 (dxJointBall *joint, dxJoint::Info2 *info)
{
  setBall (joint,info,joint->anchor1,joint->anchor2);
}


EXPORT_C void dJointSetBallAnchor (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointBall* joint = (dxJointBall*)j;
  setAnchors (joint,x,y,z,joint->anchor1,joint->anchor2);
}


EXPORT_C void dJointSetBallAnchor2 (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointBall* joint = (dxJointBall*)j;
  joint->anchor2[0] = x;
  joint->anchor2[1] = y;
  joint->anchor2[2] = z;
  joint->anchor2[3] = 0;

}

EXPORT_C void dJointGetBallAnchor (dJointID j, dVector3 result)
{
  dxJointBall* joint = (dxJointBall*)j;
  if (joint->flags & dJOINT_REVERSE)
    getAnchor2 (joint,result,joint->anchor2);
  else
    getAnchor (joint,result,joint->anchor1);
}


EXPORT_C void dJointGetBallAnchor2 (dJointID j, dVector3 result)
{
  dxJointBall* joint = (dxJointBall*)j;
  if (joint->flags & dJOINT_REVERSE)
    getAnchor (joint,result,joint->anchor1);
  else
    getAnchor2 (joint,result,joint->anchor2);
}


dxJoint::Vtable __dball_vtable = {
  sizeof(dxJointBall),
  (dxJoint::init_fn*) ballInit,
  (dxJoint::getInfo1_fn*) ballGetInfo1,
  (dxJoint::getInfo2_fn*) ballGetInfo2,
  dJointTypeBall};

//****************************************************************************
// hinge

static void hingeInit (dxJointHinge *j)
{
  dSetZero (j->anchor1,4);
  dSetZero (j->anchor2,4);
  dSetZero (j->axis1,4);
  j->axis1[0] = REAL(1.0);
  dSetZero (j->axis2,4);
  j->axis2[0] = REAL(1.0);
  dSetZero (j->qrel,4);
  j->limot.init (j->world);
}


static void hingeGetInfo1 (dxJointHinge *j, dxJoint::Info1 *info)
{
  info->nub = 5;

  // see if joint is powered
  if (j->limot.fmax > 0)
    info->m = 6;	// powered hinge needs an extra constraint row
  else info->m = 5;

  // see if we're at a joint limit.
  if ((j->limot.lostop >= -dPI || j->limot.histop <= dPI) &&
       j->limot.lostop <= j->limot.histop) {
    dReal angle = getHingeAngle (j->node[0].body,j->node[1].body,j->axis1,
				 j->qrel);
    if (j->limot.testRotationalLimit (angle)) info->m = 6;
  }
}


static void hingeGetInfo2 (dxJointHinge *joint, dxJoint::Info2 *info)
{
  // set the three ball-and-socket rows
  setBall (joint,info,joint->anchor1,joint->anchor2);

  // set the two hinge rows. the hinge axis should be the only unconstrained
  // rotational axis, the angular velocity of the two bodies perpendicular to
  // the hinge axis should be equal. thus the constraint equations are
  //    p*w1 - p*w2 = 0
  //    q*w1 - q*w2 = 0
  // where p and q are unit vectors normal to the hinge axis, and w1 and w2
  // are the angular velocity vectors of the two bodies.

  dVector3 ax1;  // length 1 joint axis in global coordinates, from 1st body
  dVector3 p,q;  // plane space vectors for ax1
  dMULTIPLY0_331 (ax1,joint->node[0].body->posr.R,joint->axis1);
  dPlaneSpace (ax1,p,q);

  int s3=3*info->rowskip;
  int s4=4*info->rowskip;

  info->J1a[s3+0] = p[0];
  info->J1a[s3+1] = p[1];
  info->J1a[s3+2] = p[2];
  info->J1a[s4+0] = q[0];
  info->J1a[s4+1] = q[1];
  info->J1a[s4+2] = q[2];

  if (joint->node[1].body) {
    info->J2a[s3+0] = -p[0];
    info->J2a[s3+1] = -p[1];
    info->J2a[s3+2] = -p[2];
    info->J2a[s4+0] = -q[0];
    info->J2a[s4+1] = -q[1];
    info->J2a[s4+2] = -q[2];
  }

  // compute the right hand side of the constraint equation. set relative
  // body velocities along p and q to bring the hinge back into alignment.
  // if ax1,ax2 are the unit length hinge axes as computed from body1 and
  // body2, we need to rotate both bodies along the axis u = (ax1 x ax2).
  // if `theta' is the angle between ax1 and ax2, we need an angular velocity
  // along u to cover angle erp*theta in one step :
  //   |angular_velocity| = angle/time = erp*theta / stepsize
  //                      = (erp*fps) * theta
  //    angular_velocity  = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2|
  //                      = (erp*fps) * theta * (ax1 x ax2) / sin(theta)
  // ...as ax1 and ax2 are unit length. if theta is smallish,
  // theta ~= sin(theta), so
  //    angular_velocity  = (erp*fps) * (ax1 x ax2)
  // ax1 x ax2 is in the plane space of ax1, so we project the angular
  // velocity to p and q to find the right hand side.

  dVector3 ax2,b;
  if (joint->node[1].body) {
    dMULTIPLY0_331 (ax2,joint->node[1].body->posr.R,joint->axis2);
  }
  else {
    ax2[0] = joint->axis2[0];
    ax2[1] = joint->axis2[1];
    ax2[2] = joint->axis2[2];
  }
  dCROSS (b,=,ax1,ax2);
  dReal k = dMUL(info->fps,info->erp);
  info->c[3] = dMUL(k,dDOT(b,p));
  info->c[4] = dMUL(k,dDOT(b,q));

  // if the hinge is powered, or has joint limits, add in the stuff
  joint->limot.addLimot (joint,info,5,ax1,1);
}


// compute initial relative rotation body1 -> body2, or env -> body1

static void hingeComputeInitialRelativeRotation (dxJointHinge *joint)
{
  if (joint->node[0].body) {
    if (joint->node[1].body) {
      dQMultiply1 (joint->qrel,joint->node[0].body->q,joint->node[1].body->q);
    }
    else {
      // set joint->qrel to the transpose of the first body q
      joint->qrel[0] = joint->node[0].body->q[0];
      for (int i=1; i<4; i++) joint->qrel[i] = -joint->node[0].body->q[i];
    }
  }
}


EXPORT_C void dJointSetHingeAnchor (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointHinge* joint = (dxJointHinge*)j;
  setAnchors (joint,x,y,z,joint->anchor1,joint->anchor2);
  hingeComputeInitialRelativeRotation (joint);
}


EXPORT_C void dJointSetHingeAnchorDelta (dJointID j, dReal x, dReal y, dReal z, dReal dx, dReal dy, dReal dz)
{
  dxJointHinge* joint = (dxJointHinge*)j;

  if (joint->node[0].body) {
    dReal q[4];
    q[0] = x - joint->node[0].body->posr.pos[0];
    q[1] = y - joint->node[0].body->posr.pos[1];
    q[2] = z - joint->node[0].body->posr.pos[2];
    q[3] = REAL(0.0);
    dMULTIPLY1_331 (joint->anchor1,joint->node[0].body->posr.R,q);

    if (joint->node[1].body) {
      q[0] = x - joint->node[1].body->posr.pos[0];
      q[1] = y - joint->node[1].body->posr.pos[1];
      q[2] = z - joint->node[1].body->posr.pos[2];
      q[3] = 0;
      dMULTIPLY1_331 (joint->anchor2,joint->node[1].body->posr.R,q);
    }
    else {
      // Move the relative displacement between the passive body and the
      //  anchor in the same direction as the passive body has just moved
      joint->anchor2[0] = x + dx;
      joint->anchor2[1] = y + dy;
      joint->anchor2[2] = z + dz;
    }
  }
  joint->anchor1[3] = 0;
  joint->anchor2[3] = 0;

  hingeComputeInitialRelativeRotation (joint);
}



EXPORT_C void dJointSetHingeAxis (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointHinge* joint = (dxJointHinge*)j;

  setAxes (joint,x,y,z,joint->axis1,joint->axis2);
  hingeComputeInitialRelativeRotation (joint);
}


EXPORT_C void dJointGetHingeAnchor (dJointID j, dVector3 result)
{
  dxJointHinge* joint = (dxJointHinge*)j;
  if (joint->flags & dJOINT_REVERSE)
    getAnchor2 (joint,result,joint->anchor2);
  else
    getAnchor (joint,result,joint->anchor1);
}


EXPORT_C void dJointGetHingeAnchor2 (dJointID j, dVector3 result)
{
  dxJointHinge* joint = (dxJointHinge*)j;

  if (joint->flags & dJOINT_REVERSE)
    getAnchor (joint,result,joint->anchor1);
  else
    getAnchor2 (joint,result,joint->anchor2);
}


EXPORT_C void dJointGetHingeAxis (dJointID j, dVector3 result)
{
  dxJointHinge* joint = (dxJointHinge*)j;

  getAxis (joint,result,joint->axis1);
}


EXPORT_C void dJointSetHingeParam (dJointID j, int parameter, dReal value)
{
  dxJointHinge* joint = (dxJointHinge*)j;

  joint->limot.set (parameter,value);
}


EXPORT_C dReal dJointGetHingeParam (dJointID j, int parameter)
{
  dxJointHinge* joint = (dxJointHinge*)j;

  return joint->limot.get (parameter);
}


EXPORT_C dReal dJointGetHingeAngle (dJointID j)
{
  dxJointHinge* joint = (dxJointHinge*)j;

  if (joint->node[0].body) {
    dReal ang = getHingeAngle (joint->node[0].body,joint->node[1].body,joint->axis1,
			  joint->qrel);
	if (joint->flags & dJOINT_REVERSE)
	   return -ang;
	else
	   return ang;
  }
  else return 0;
}


EXPORT_C dReal dJointGetHingeAngleRate (dJointID j)
{
  dxJointHinge* joint = (dxJointHinge*)j;

  if (joint->node[0].body) {
    dVector3 axis;
    dMULTIPLY0_331 (axis,joint->node[0].body->posr.R,joint->axis1);
    dReal rate = dDOT(axis,joint->node[0].body->avel);
    if (joint->node[1].body) rate -= dDOT(axis,joint->node[1].body->avel);
    if (joint->flags & dJOINT_REVERSE) rate = - rate;
    return rate;
  }
  else return 0;
}


EXPORT_C void dJointAddHingeTorque (dJointID j, dReal torque)
{
  dxJointHinge* joint = (dxJointHinge*)j;
  dVector3 axis;


  if (joint->flags & dJOINT_REVERSE)
    torque = -torque;

  getAxis (joint,axis,joint->axis1);
  axis[0] = dMUL(axis[0],torque);
  axis[1] = dMUL(axis[1],torque);
  axis[2] = dMUL(axis[2],torque);

  if (joint->node[0].body != 0)
    dBodyAddTorque (joint->node[0].body, axis[0], axis[1], axis[2]);
  if (joint->node[1].body != 0)
    dBodyAddTorque(joint->node[1].body, -axis[0], -axis[1], -axis[2]);
}


dxJoint::Vtable __dhinge_vtable = {
  sizeof(dxJointHinge),
  (dxJoint::init_fn*) hingeInit,
  (dxJoint::getInfo1_fn*) hingeGetInfo1,
  (dxJoint::getInfo2_fn*) hingeGetInfo2,
  dJointTypeHinge};

//****************************************************************************
// slider

static void sliderInit (dxJointSlider *j)
{
  dSetZero (j->axis1,4);
  j->axis1[0] = REAL(1.0);
  dSetZero (j->qrel,4);
  dSetZero (j->offset,4);
  j->limot.init (j->world);
}


EXPORT_C dReal dJointGetSliderPosition (dJointID j)
{
  dxJointSlider* joint = (dxJointSlider*)j;


  // get axis1 in global coordinates
  dVector3 ax1,q;
  dMULTIPLY0_331 (ax1,joint->node[0].body->posr.R,joint->axis1);

  if (joint->node[1].body) {
    // get body2 + offset point in global coordinates
    dMULTIPLY0_331 (q,joint->node[1].body->posr.R,joint->offset);
    for (int i=0; i<3; i++) q[i] = joint->node[0].body->posr.pos[i] - q[i] -
			      joint->node[1].body->posr.pos[i];
  }
  else {
    for (int i=0; i<3; i++) q[i] = joint->node[0].body->posr.pos[i] -
			      joint->offset[i];

  }
  return dDOT(ax1,q);
}


EXPORT_C dReal dJointGetSliderPositionRate (dJointID j)
{
  dxJointSlider* joint = (dxJointSlider*)j;


  // get axis1 in global coordinates
  dVector3 ax1;
  dMULTIPLY0_331 (ax1,joint->node[0].body->posr.R,joint->axis1);

  if (joint->node[1].body) {
    return dDOT(ax1,joint->node[0].body->lvel) -
      dDOT(ax1,joint->node[1].body->lvel);
  }
  else {
    return dDOT(ax1,joint->node[0].body->lvel);
  }
}


static void sliderGetInfo1 (dxJointSlider *j, dxJoint::Info1 *info)
{
  info->nub = 5;

  // see if joint is powered
  if (j->limot.fmax > 0)
    info->m = 6;	// powered slider needs an extra constraint row
  else info->m = 5;

  // see if we're at a joint limit.
  j->limot.limit = 0;
  if ((j->limot.lostop > -dInfinity || j->limot.histop < dInfinity) &&
      j->limot.lostop <= j->limot.histop) {
    // measure joint position
    dReal pos = dJointGetSliderPosition (j);
    if (pos <= j->limot.lostop) {
      j->limot.limit = 1;
      j->limot.limit_err = pos - j->limot.lostop;
      info->m = 6;
    }
    else if (pos >= j->limot.histop) {
      j->limot.limit = 2;
      j->limot.limit_err = pos - j->limot.histop;
      info->m = 6;
    }
  }
}


static void sliderGetInfo2 (dxJointSlider *joint, dxJoint::Info2 *info)
{
  int i,s = info->rowskip;
  int s3=3*s,s4=4*s;

  // pull out pos and R for both bodies. also get the `connection'
  // vector pos2-pos1.

  dReal *pos1,*pos2,*R1,*R2;
  dVector3 c;
  pos1 = joint->node[0].body->posr.pos;
  R1 = joint->node[0].body->posr.R;
  if (joint->node[1].body) {
    pos2 = joint->node[1].body->posr.pos;
    R2 = joint->node[1].body->posr.R;
    for (i=0; i<3; i++) c[i] = pos2[i] - pos1[i];
  }
  else {
    pos2 = 0;
    R2 = 0;
  }

  // 3 rows to make body rotations equal
  setFixedOrientation(joint, info, joint->qrel, 0);

  // remaining two rows. we want: vel2 = vel1 + w1 x c ... but this would
  // result in three equations, so we project along the planespace vectors
  // so that sliding along the slider axis is disregarded. for symmetry we
  // also substitute (w1+w2)/2 for w1, as w1 is supposed to equal w2.

  dVector3 ax1;	// joint axis in global coordinates (unit length)
  dVector3 p,q;	// plane space of ax1
  dMULTIPLY0_331 (ax1,R1,joint->axis1);
  dPlaneSpace (ax1,p,q);
  if (joint->node[1].body) {
    dVector3 tmp;
    dCROSSMUL (tmp, = ,c,p);
    for (i=0; i<3; i++) info->J1a[s3+i] = tmp[i];
    for (i=0; i<3; i++) info->J2a[s3+i] = tmp[i];
    dCROSSMUL (tmp, = ,c,q);
    for (i=0; i<3; i++) info->J1a[s4+i] = tmp[i];
    for (i=0; i<3; i++) info->J2a[s4+i] = tmp[i];
    for (i=0; i<3; i++) info->J2l[s3+i] = -p[i];
    for (i=0; i<3; i++) info->J2l[s4+i] = -q[i];
  }
  for (i=0; i<3; i++) info->J1l[s3+i] = p[i];
  for (i=0; i<3; i++) info->J1l[s4+i] = q[i];

  // compute last two elements of right hand side. we want to align the offset
  // point (in body 2's frame) with the center of body 1.
  dReal k = dMUL(info->fps,info->erp);
  if (joint->node[1].body) {
    dVector3 ofs;		// offset point in global coordinates
    dMULTIPLY0_331 (ofs,R2,joint->offset);
    for (i=0; i<3; i++) c[i] += ofs[i];
    info->c[3] = dMUL(k,dDOT(p,c));
    info->c[4] = dMUL(k,dDOT(q,c));
  }
  else {
    dVector3 ofs;		// offset point in global coordinates
    for (i=0; i<3; i++) ofs[i] = joint->offset[i] - pos1[i];
    info->c[3] = dMUL(k,dDOT(p,ofs));
    info->c[4] = dMUL(k,dDOT(q,ofs));
  }

  // if the slider is powered, or has joint limits, add in the extra row
  joint->limot.addLimot (joint,info,5,ax1,0);
}


EXPORT_C void dJointSetSliderAxis (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointSlider* joint = (dxJointSlider*)j;
  int i;

  setAxes (joint,x,y,z,joint->axis1,0);

  // compute initial relative rotation body1 -> body2, or env -> body1
  // also compute center of body1 w.r.t body 2
  if (joint->node[1].body) {
    dQMultiply1 (joint->qrel,joint->node[0].body->q,joint->node[1].body->q);
    dVector3 c;
    for (i=0; i<3; i++)
      c[i] = joint->node[0].body->posr.pos[i] - joint->node[1].body->posr.pos[i];
    dMULTIPLY1_331 (joint->offset,joint->node[1].body->posr.R,c);
  }
  else {
    // set joint->qrel to the transpose of the first body's q
    joint->qrel[0] = joint->node[0].body->q[0];
    for (i=1; i<4; i++) joint->qrel[i] = -joint->node[0].body->q[i];
    for (i=0; i<3; i++) joint->offset[i] = joint->node[0].body->posr.pos[i];
  }
}


EXPORT_C void dJointSetSliderAxisDelta (dJointID j, dReal x, dReal y, dReal z, dReal dx, dReal dy, dReal dz)
{
  dxJointSlider* joint = (dxJointSlider*)j;
  int i;

  setAxes (joint,x,y,z,joint->axis1,0);

  // compute initial relative rotation body1 -> body2, or env -> body1
  // also compute center of body1 w.r.t body 2
  if (joint->node[1].body) {
    dQMultiply1 (joint->qrel,joint->node[0].body->q,joint->node[1].body->q);
    dVector3 c;
    for (i=0; i<3; i++)
      c[i] = joint->node[0].body->posr.pos[i] - joint->node[1].body->posr.pos[i];
    dMULTIPLY1_331 (joint->offset,joint->node[1].body->posr.R,c);
  }
  else {
    // set joint->qrel to the transpose of the first body's q
    joint->qrel[0] = joint->node[0].body->q[0];

    for (i=1; i<4; i++)
      joint->qrel[i] = -joint->node[0].body->q[i];

    joint->offset[0] = joint->node[0].body->posr.pos[0] + dx;
    joint->offset[1] = joint->node[0].body->posr.pos[1] + dy;
    joint->offset[2] = joint->node[0].body->posr.pos[2] + dz;
  }
}



EXPORT_C void dJointGetSliderAxis (dJointID j, dVector3 result)
{
  dxJointSlider* joint = (dxJointSlider*)j;

  getAxis (joint,result,joint->axis1);
}


EXPORT_C void dJointSetSliderParam (dJointID j, int parameter, dReal value)
{
  dxJointSlider* joint = (dxJointSlider*)j;

  joint->limot.set (parameter,value);
}


EXPORT_C dReal dJointGetSliderParam (dJointID j, int parameter)
{
  dxJointSlider* joint = (dxJointSlider*)j;

  return joint->limot.get (parameter);
}


EXPORT_C void dJointAddSliderForce (dJointID j, dReal force)
{
  dxJointSlider* joint = (dxJointSlider*)j;
  dVector3 axis;


  if (joint->flags & dJOINT_REVERSE)
    force -= force;

  getAxis (joint,axis,joint->axis1);
  axis[0] = dMUL(axis[0],force);
  axis[1] = dMUL(axis[1],force);
  axis[2] = dMUL(axis[2],force);

  if (joint->node[0].body != 0)
    dBodyAddForce (joint->node[0].body,axis[0],axis[1],axis[2]);
  if (joint->node[1].body != 0)
    dBodyAddForce(joint->node[1].body, -axis[0], -axis[1], -axis[2]);

  if (joint->node[0].body != 0 && joint->node[1].body != 0) {
    // linear torque decoupling:
    // we have to compensate the torque, that this slider force may generate
    // if body centers are not aligned along the slider axis

    dVector3 ltd; // Linear Torque Decoupling vector (a torque)

    dVector3 c;
    c[0]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[0]-joint->node[0].body->posr.pos[0]));
    c[1]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[1]-joint->node[0].body->posr.pos[1]));
    c[2]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[2]-joint->node[0].body->posr.pos[2]));
    dCROSS (ltd,=,c,axis);

    dBodyAddTorque (joint->node[0].body,ltd[0],ltd[1], ltd[2]);
    dBodyAddTorque (joint->node[1].body,ltd[0],ltd[1], ltd[2]);
  }
}


dxJoint::Vtable __dslider_vtable = {
  sizeof(dxJointSlider),
  (dxJoint::init_fn*) sliderInit,
  (dxJoint::getInfo1_fn*) sliderGetInfo1,
  (dxJoint::getInfo2_fn*) sliderGetInfo2,
  dJointTypeSlider};

//****************************************************************************
// contact

static void contactInit (dxJointContact */*j*/)
{

}


static void contactGetInfo1 (dxJointContact *j, dxJoint::Info1 *info)
{
  // make sure mu's >= 0, then calculate number of constraint rows and number
  // of unbounded rows.
  int m = 1, nub=0;
  if (j->contact.surface.mu < 0) j->contact.surface.mu = 0;
  if (j->contact.surface.mode & dContactMu2) {
    if (j->contact.surface.mu > 0) m++;
    if (j->contact.surface.mu2 < 0) j->contact.surface.mu2 = 0;
    if (j->contact.surface.mu2 > 0) m++;
    if (j->contact.surface.mu  == dInfinity) nub ++;
    if (j->contact.surface.mu2 == dInfinity) nub ++;
  }
  else {
    if (j->contact.surface.mu > REAL(0.0)) m += 2;
    if (j->contact.surface.mu == dInfinity) nub += 2;
  }

  j->the_m = m;
  info->m = m;
  info->nub = nub;
}


static void contactGetInfo2 (dxJointContact *j, dxJoint::Info2 *info)
{
  int s = info->rowskip;
  int s2 = 2*s;

  // get normal, with sign adjusted for body1/body2 polarity
  dVector3 normal;
  if (j->flags & dJOINT_REVERSE) {
    normal[0] = - j->contact.geom.normal[0];
    normal[1] = - j->contact.geom.normal[1];
    normal[2] = - j->contact.geom.normal[2];
  }
  else {
    normal[0] = j->contact.geom.normal[0];
    normal[1] = j->contact.geom.normal[1];
    normal[2] = j->contact.geom.normal[2];
  }
  normal[3] = 0;	// @@@ hmmm

  // c1,c2 = contact points with respect to body PORs
  dVector3 c1,c2 = {};
  c1[0] = j->contact.geom.pos[0] - j->node[0].body->posr.pos[0];
  c1[1] = j->contact.geom.pos[1] - j->node[0].body->posr.pos[1];
  c1[2] = j->contact.geom.pos[2] - j->node[0].body->posr.pos[2];

  // set jacobian for normal
  info->J1l[0] = normal[0];
  info->J1l[1] = normal[1];
  info->J1l[2] = normal[2];
  dCROSS (info->J1a,=,c1,normal);
  if (j->node[1].body) {
    c2[0] = j->contact.geom.pos[0] - j->node[1].body->posr.pos[0];
    c2[1] = j->contact.geom.pos[1] - j->node[1].body->posr.pos[1];
    c2[2] = j->contact.geom.pos[2] - j->node[1].body->posr.pos[2];
    info->J2l[0] = -normal[0];
    info->J2l[1] = -normal[1];
    info->J2l[2] = -normal[2];
    dCROSS (info->J2a,= -,c2,normal);
  }

  // set right hand side and cfm value for normal
  dReal erp = info->erp;
  if (j->contact.surface.mode & dContactSoftERP)
    erp = j->contact.surface.soft_erp;
  dReal k = dMUL(info->fps,erp);
  dReal depth = j->contact.geom.depth - j->world->contactp.min_depth;
  if (depth < 0) depth = 0;

  const dReal maxvel = j->world->contactp.max_vel;
  info->c[0] = dMUL(k,depth);
  if (info->c[0] > maxvel)
    info->c[0] = maxvel;

  if (j->contact.surface.mode & dContactSoftCFM)
    info->cfm[0] = j->contact.surface.soft_cfm;

  // deal with bounce
  if (j->contact.surface.mode & dContactBounce) {
    // calculate outgoing velocity (-ve for incoming contact)
    dReal outgoing = dDOT(info->J1l,j->node[0].body->lvel) +
      dDOT(info->J1a,j->node[0].body->avel);
    if (j->node[1].body) {
      outgoing += dDOT(info->J2l,j->node[1].body->lvel) +
	dDOT(info->J2a,j->node[1].body->avel);
    }
    // only apply bounce if the outgoing velocity is greater than the
    // threshold, and if the resulting c[0] exceeds what we already have.
    if (j->contact.surface.bounce_vel >= 0 &&
	(-outgoing) > j->contact.surface.bounce_vel) {
      dReal newc = - dMUL(j->contact.surface.bounce,outgoing);
      if (newc > info->c[0]) info->c[0] = newc;
    }
  }

  // set LCP limits for normal
  info->lo[0] = 0;
  info->hi[0] = dInfinity;

  // now do jacobian for tangential forces
  dVector3 t1,t2;	// two vectors tangential to normal

  // first friction direction
  if (j->the_m >= 2) {
    if (j->contact.surface.mode & dContactFDir1) {	// use fdir1 ?
      t1[0] = j->contact.fdir1[0];
      t1[1] = j->contact.fdir1[1];
      t1[2] = j->contact.fdir1[2];
      dCROSS (t2,=,normal,t1);
    }
    else {
      dPlaneSpace (normal,t1,t2);
    }
    info->J1l[s+0] = t1[0];
    info->J1l[s+1] = t1[1];
    info->J1l[s+2] = t1[2];
    dCROSS (info->J1a+s,=,c1,t1);
    if (j->node[1].body) {
      info->J2l[s+0] = -t1[0];
      info->J2l[s+1] = -t1[1];
      info->J2l[s+2] = -t1[2];
      dCROSS (info->J2a+s,= -,c2,t1);
    }
    // set right hand side
    if (j->contact.surface.mode & dContactMotion1) {
      info->c[1] = j->contact.surface.motion1;
    }
    // set LCP bounds and friction index. this depends on the approximation
    // mode
    info->lo[1] = -j->contact.surface.mu;
    info->hi[1] = j->contact.surface.mu;
    if (j->contact.surface.mode & dContactApprox1_1) info->findex[1] = 0;

    // set slip (constraint force mixing)
    if (j->contact.surface.mode & dContactSlip1)
      info->cfm[1] = j->contact.surface.slip1;
  }

  // second friction direction
  if (j->the_m >= 3) {
    info->J1l[s2+0] = t2[0];
    info->J1l[s2+1] = t2[1];
    info->J1l[s2+2] = t2[2];
    dCROSS (info->J1a+s2,=,c1,t2);
    if (j->node[1].body) {
      info->J2l[s2+0] = -t2[0];
      info->J2l[s2+1] = -t2[1];
      info->J2l[s2+2] = -t2[2];
      dCROSS (info->J2a+s2,= -,c2,t2);
    }
    // set right hand side
    if (j->contact.surface.mode & dContactMotion2) {
      info->c[2] = j->contact.surface.motion2;
    }
    // set LCP bounds and friction index. this depends on the approximation
    // mode
    if (j->contact.surface.mode & dContactMu2) {
      info->lo[2] = -j->contact.surface.mu2;
      info->hi[2] = j->contact.surface.mu2;
    }
    else {
      info->lo[2] = -j->contact.surface.mu;
      info->hi[2] = j->contact.surface.mu;
    }
    if (j->contact.surface.mode & dContactApprox1_2) info->findex[2] = 0;

    // set slip (constraint force mixing)
    if (j->contact.surface.mode & dContactSlip2)
      info->cfm[2] = j->contact.surface.slip2;
  }
}


dxJoint::Vtable __dcontact_vtable = {
  sizeof(dxJointContact),
  (dxJoint::init_fn*) contactInit,
  (dxJoint::getInfo1_fn*) contactGetInfo1,
  (dxJoint::getInfo2_fn*) contactGetInfo2,
  dJointTypeContact};

//****************************************************************************
// hinge 2. note that this joint must be attached to two bodies for it to work

static dReal measureHinge2Angle (dxJointHinge2 *joint)
{
  dVector3 a1,a2;
  dMULTIPLY0_331 (a1,joint->node[1].body->posr.R,joint->axis2);
  dMULTIPLY1_331 (a2,joint->node[0].body->posr.R,a1);
  dReal x = dDOT(joint->v1,a2);
  dReal y = dDOT(joint->v2,a2);
  return -dArcTan2 (y,x);
}


static void hinge2Init (dxJointHinge2 *j)
{
  dSetZero (j->anchor1,4);
  dSetZero (j->anchor2,4);
  dSetZero (j->axis1,4);
  j->axis1[0] = REAL(1.0);
  dSetZero (j->axis2,4);
  j->axis2[1] = REAL(1.0);
  j->c0 = 0;
  j->s0 = 0;

  dSetZero (j->v1,4);
  j->v1[0] = REAL(1.0);
  dSetZero (j->v2,4);
  j->v2[1] = REAL(1.0);

  j->limot1.init (j->world);
  j->limot2.init (j->world);

  j->susp_erp = j->world->global_erp;
  j->susp_cfm = j->world->global_cfm;

  j->flags |= dJOINT_TWOBODIES;
}


static void hinge2GetInfo1 (dxJointHinge2 *j, dxJoint::Info1 *info)
{
  info->m = 4;
  info->nub = 4;

  // see if we're powered or at a joint limit for axis 1
  int atlimit=0;
  if ((j->limot1.lostop >= -dPI || j->limot1.histop <= dPI) &&
      j->limot1.lostop <= j->limot1.histop) {
    dReal angle = measureHinge2Angle (j);
    if (j->limot1.testRotationalLimit (angle)) atlimit = 1;
  }
  if (atlimit || j->limot1.fmax > 0) info->m++;

  // see if we're powering axis 2 (we currently never limit this axis)
  j->limot2.limit = 0;
  if (j->limot2.fmax > 0) info->m++;
}


// macro that computes ax1,ax2 = axis 1 and 2 in global coordinates (they are
// relative to body 1 and 2 initially) and then computes the constrained
// rotational axis as the cross product of ax1 and ax2.
// the sin and cos of the angle between axis 1 and 2 is computed, this comes
// from dot and cross product rules.

#define HINGE2_GET_AXIS_INFO(axis,sin_angle,cos_angle) \
  dVector3 ax1,ax2; \
  dMULTIPLY0_331 (ax1,joint->node[0].body->posr.R,joint->axis1); \
  dMULTIPLY0_331 (ax2,joint->node[1].body->posr.R,joint->axis2); \
  dCROSS (axis,=,ax1,ax2); \
  sin_angle = dSqrt (dMUL(axis[0],axis[0]) + dMUL(axis[1],axis[1]) + dMUL(axis[2],axis[2])); \
  cos_angle = dDOT (ax1,ax2);


static void hinge2GetInfo2 (dxJointHinge2 *joint, dxJoint::Info2 *info)
{
  // get information we need to set the hinge row
  dReal s,c;
  dVector3 q;
  HINGE2_GET_AXIS_INFO (q,s,c);
  dNormalize3 (q);		// @@@ quicker: divide q by s ?

  // set the three ball-and-socket rows (aligned to the suspension axis ax1)
  setBall2 (joint,info,joint->anchor1,joint->anchor2,ax1,joint->susp_erp);

  // set the hinge row
  int s3=3*info->rowskip;
  info->J1a[s3+0] = q[0];
  info->J1a[s3+1] = q[1];
  info->J1a[s3+2] = q[2];
  if (joint->node[1].body) {
    info->J2a[s3+0] = -q[0];
    info->J2a[s3+1] = -q[1];
    info->J2a[s3+2] = -q[2];
  }

  // compute the right hand side for the constrained rotational DOF.
  // axis 1 and axis 2 are separated by an angle `theta'. the desired
  // separation angle is theta0. sin(theta0) and cos(theta0) are recorded
  // in the joint structure. the correcting angular velocity is:
  //   |angular_velocity| = angle/time = erp*(theta0-theta) / stepsize
  //                      = (erp*fps) * (theta0-theta)
  // (theta0-theta) can be computed using the following small-angle-difference
  // approximation:
  //   theta0-theta ~= tan(theta0-theta)
  //                 = sin(theta0-theta)/cos(theta0-theta)
  //                 = (c*s0 - s*c0) / (c*c0 + s*s0)
  //                 = c*s0 - s*c0         assuming c*c0 + s*s0 ~= 1
  // where c = cos(theta), s = sin(theta)
  //       c0 = cos(theta0), s0 = sin(theta0)

  dReal k = dMUL(info->fps,info->erp);
  info->c[3] = dMUL(k,(dMUL(joint->c0,s) - dMUL(joint->s0,c)));

  // if the axis1 hinge is powered, or has joint limits, add in more stuff
  int row = 4 + joint->limot1.addLimot (joint,info,4,ax1,1);

  // if the axis2 hinge is powered, add in more stuff
  joint->limot2.addLimot (joint,info,row,ax2,1);

  // set parameter for the suspension
  info->cfm[0] = joint->susp_cfm;
}


// compute vectors v1 and v2 (embedded in body1), used to measure angle
// between body 1 and body 2

static void makeHinge2V1andV2 (dxJointHinge2 *joint)
{
  if (joint->node[0].body) {
    // get axis 1 and 2 in global coords
    dVector3 ax1,ax2,v;
    dMULTIPLY0_331 (ax1,joint->node[0].body->posr.R,joint->axis1);
    dMULTIPLY0_331 (ax2,joint->node[1].body->posr.R,joint->axis2);

    // don't do anything if the axis1 or axis2 vectors are zero or the same
    if ((ax1[0]==0 && ax1[1]==0 && ax1[2]==0 ||
	(ax2[0]==0) && ax2[1]==0 && ax2[2]==0) ||
	(ax1[0]==ax2[0] && ax1[1]==ax2[1] && ax1[2]==ax2[2])) return;

    // modify axis 2 so it's perpendicular to axis 1
    dReal k = dDOT(ax1,ax2);
    for (int i=0; i<3; i++) ax2[i] -= dMUL(k,ax1[i]);
    dNormalize3 (ax2);

    // make v1 = modified axis2, v2 = axis1 x (modified axis2)
    dCROSS (v,=,ax1,ax2);
    dMULTIPLY1_331 (joint->v1,joint->node[0].body->posr.R,ax2);
    dMULTIPLY1_331 (joint->v2,joint->node[0].body->posr.R,v);
  }
}


EXPORT_C void dJointSetHinge2Anchor (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  setAnchors (joint,x,y,z,joint->anchor1,joint->anchor2);
  makeHinge2V1andV2 (joint);
}


EXPORT_C void dJointSetHinge2Axis1 (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->node[0].body) {
    dReal q[4];
    q[0] = x;
    q[1] = y;
    q[2] = z;
    q[3] = 0;
    dNormalize3 (q);
    dMULTIPLY1_331 (joint->axis1,joint->node[0].body->posr.R,q);
    joint->axis1[3] = 0;

    // compute the sin and cos of the angle between axis 1 and axis 2
    dVector3 ax;
    HINGE2_GET_AXIS_INFO(ax,joint->s0,joint->c0);
  }
  makeHinge2V1andV2 (joint);
}


EXPORT_C void dJointSetHinge2Axis2 (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->node[1].body) {
    dReal q[4];
    q[0] = x;
    q[1] = y;
    q[2] = z;
    q[3] = 0;
    dNormalize3 (q);
    dMULTIPLY1_331 (joint->axis2,joint->node[1].body->posr.R,q);
    joint->axis1[3] = 0;

    // compute the sin and cos of the angle between axis 1 and axis 2
    dVector3 ax;
    HINGE2_GET_AXIS_INFO(ax,joint->s0,joint->c0);
  }
  makeHinge2V1andV2 (joint);
}


EXPORT_C void dJointSetHinge2Param (dJointID j, int parameter, dReal value)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if ((parameter & 0xff00) == 0x100) {
    joint->limot2.set (parameter & 0xff,value);
  }
  else {
    if (parameter == dParamSuspensionERP) joint->susp_erp = value;
    else if (parameter == dParamSuspensionCFM) joint->susp_cfm = value;
    else joint->limot1.set (parameter,value);
  }
}


EXPORT_C void dJointGetHinge2Anchor (dJointID j, dVector3 result)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->flags & dJOINT_REVERSE)
    getAnchor2 (joint,result,joint->anchor2);
  else
    getAnchor (joint,result,joint->anchor1);
}


EXPORT_C void dJointGetHinge2Anchor2 (dJointID j, dVector3 result)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->flags & dJOINT_REVERSE)
    getAnchor (joint,result,joint->anchor1);
  else
    getAnchor2 (joint,result,joint->anchor2);
}


EXPORT_C void dJointGetHinge2Axis1 (dJointID j, dVector3 result)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->node[0].body) {
    dMULTIPLY0_331 (result,joint->node[0].body->posr.R,joint->axis1);
  }
}


EXPORT_C void dJointGetHinge2Axis2 (dJointID j, dVector3 result)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->node[1].body) {
    dMULTIPLY0_331 (result,joint->node[1].body->posr.R,joint->axis2);
  }
}


EXPORT_C dReal dJointGetHinge2Param (dJointID j, int parameter)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if ((parameter & 0xff00) == 0x100) {
    return joint->limot2.get (parameter & 0xff);
  }
  else {
    if (parameter == dParamSuspensionERP) return joint->susp_erp;
    else if (parameter == dParamSuspensionCFM) return joint->susp_cfm;
    else return joint->limot1.get (parameter);
  }
}


EXPORT_C dReal dJointGetHinge2Angle1 (dJointID j)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->node[0].body) return measureHinge2Angle (joint);
  else return 0;
}


EXPORT_C dReal dJointGetHinge2Angle1Rate (dJointID j)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->node[0].body) {
    dVector3 axis;
    dMULTIPLY0_331 (axis,joint->node[0].body->posr.R,joint->axis1);
    dReal rate = dDOT(axis,joint->node[0].body->avel);
    if (joint->node[1].body) rate -= dDOT(axis,joint->node[1].body->avel);
    return rate;
  }
  else return 0;
}


EXPORT_C dReal dJointGetHinge2Angle2Rate (dJointID j)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;

  if (joint->node[0].body && joint->node[1].body) {
    dVector3 axis;
    dMULTIPLY0_331 (axis,joint->node[1].body->posr.R,joint->axis2);
    dReal rate = dDOT(axis,joint->node[0].body->avel);
    if (joint->node[1].body) rate -= dDOT(axis,joint->node[1].body->avel);
    return rate;
  }
  else return 0;
}


EXPORT_C void dJointAddHinge2Torques (dJointID j, dReal torque1, dReal torque2)
{
  dxJointHinge2* joint = (dxJointHinge2*)j;
  dVector3 axis1, axis2;


  if (joint->node[0].body && joint->node[1].body) {
    dMULTIPLY0_331 (axis1,joint->node[0].body->posr.R,joint->axis1);
    dMULTIPLY0_331 (axis2,joint->node[1].body->posr.R,joint->axis2);
    axis1[0] = dMUL(axis1[0],torque1) + dMUL(axis2[0],torque2);
    axis1[1] = dMUL(axis1[1],torque1) + dMUL(axis2[1],torque2);
    axis1[2] = dMUL(axis1[2],torque1) + dMUL(axis2[2],torque2);
    dBodyAddTorque (joint->node[0].body,axis1[0],axis1[1],axis1[2]);
    dBodyAddTorque(joint->node[1].body, -axis1[0], -axis1[1], -axis1[2]);
  }
}


dxJoint::Vtable __dhinge2_vtable = {
  sizeof(dxJointHinge2),
  (dxJoint::init_fn*) hinge2Init,
  (dxJoint::getInfo1_fn*) hinge2GetInfo1,
  (dxJoint::getInfo2_fn*) hinge2GetInfo2,
  dJointTypeHinge2};

//****************************************************************************
// universal

// I just realized that the universal joint is equivalent to a hinge 2 joint with
// perfectly stiff suspension.  By comparing the hinge 2 implementation to
// the universal implementation, you may be able to improve this
// implementation (or, less likely, the hinge2 implementation).

static void universalInit (dxJointUniversal *j)
{
  dSetZero (j->anchor1,4);
  dSetZero (j->anchor2,4);
  dSetZero (j->axis1,4);
  j->axis1[0] = REAL(1.0);
  dSetZero (j->axis2,4);
  j->axis2[1] = REAL(1.0);
  dSetZero(j->qrel1,4);
  dSetZero(j->qrel2,4);
  j->limot1.init (j->world);
  j->limot2.init (j->world);
}


static void getUniversalAxes(dxJointUniversal *joint, dVector3 ax1, dVector3 ax2)
{
  // This says "ax1 = joint->node[0].body->posr.R * joint->axis1"
  dMULTIPLY0_331 (ax1,joint->node[0].body->posr.R,joint->axis1);

  if (joint->node[1].body) {
    dMULTIPLY0_331 (ax2,joint->node[1].body->posr.R,joint->axis2);
  }
  else {
    ax2[0] = joint->axis2[0];
    ax2[1] = joint->axis2[1];
    ax2[2] = joint->axis2[2];
  }
}

static void getUniversalAngles(dxJointUniversal *joint, dReal *angle1, dReal *angle2)
{
  if (joint->node[0].body)
  {
    // length 1 joint axis in global coordinates, from each body
    dVector3 ax1, ax2;
    dMatrix3 R;
    dQuaternion qcross, qq, qrel;

    getUniversalAxes (joint,ax1,ax2);

    // It should be possible to get both angles without explicitly
    // constructing the rotation matrix of the cross.  Basically,
    // orientation of the cross about axis1 comes from body 2,
    // about axis 2 comes from body 1, and the perpendicular
    // axis can come from the two bodies somehow.  (We don't really
    // want to assume it's 90 degrees, because in general the
    // constraints won't be perfectly satisfied, or even very well
    // satisfied.)
    //
    // However, we'd need a version of getHingeAngleFromRElativeQuat()
    // that CAN handle when its relative quat is rotated along a direction
    // other than the given axis.  What I have here works,
    // although it's probably much slower than need be.

    dRFrom2Axes (R, ax1[0], ax1[1], ax1[2], ax2[0], ax2[1], ax2[2]);

    dRtoQ (R, qcross);


    // This code is essentialy the same as getHingeAngle(), see the comments
    // there for details.

    // get qrel = relative rotation between node[0] and the cross
    dQMultiply1 (qq, joint->node[0].body->q, qcross);
    dQMultiply2 (qrel, qq, joint->qrel1);

    *angle1 = getHingeAngleFromRelativeQuat(qrel, joint->axis1);

    // This is equivalent to
    // dRFrom2Axes(R, ax2[0], ax2[1], ax2[2], ax1[0], ax1[1], ax1[2]);
    // You see that the R is constructed from the same 2 axis as for angle1
    // but the first and second axis are swapped.
    // So we can take the first R and rapply a rotation to it.
    // The rotation is around the axis between the 2 axes (ax1 and ax2).
    // We do a rotation of 180deg.

    dQuaternion qcross2;
    // Find the vector between ax1 and ax2 (i.e. in the middle)
    // We need to turn around this vector by 180deg

    // The 2 axes should be normalize so to find the vector between the 2.
    // Add and devide by 2 then normalize or simply normalize
    //    ax2
    //    ^
    //    |
    //    |
    ///   *------------> ax1
    //    We want the vector a 45deg
    //
    // N.B. We don't need to normalize the ax1 and ax2 since there are
    //      normalized when we set them.

    // We set the quaternion q = [cos(theta), dir*sin(theta)] = [w, x, y, Z]
    qrel[0] = 0;                // equivalent to cos(Pi/2)
    qrel[1] = ax1[0] + ax2[0];  // equivalent to x*sin(Pi/2); since sin(Pi/2) = 1
    qrel[2] = ax1[1] + ax2[1];
    qrel[3] = ax1[2] + ax2[2];

    dReal l = dRecip(dSqrt(dMUL(qrel[1],qrel[1]) + dMUL(qrel[2],qrel[2]) + dMUL(qrel[3],qrel[3])));
    qrel[1] = dMUL(qrel[1],l);
    qrel[2] = dMUL(qrel[2],l);
    qrel[3] = dMUL(qrel[3],l);

    dQMultiply0 (qcross2, qrel, qcross);

    if (joint->node[1].body) {
      dQMultiply1 (qq, joint->node[1].body->q, qcross2);
      dQMultiply2 (qrel, qq, joint->qrel2);
    }
    else {
      // pretend joint->node[1].body->q is the identity
      dQMultiply2 (qrel, qcross2, joint->qrel2);
    }

    *angle2 = - getHingeAngleFromRelativeQuat(qrel, joint->axis2);

  }
  else
  {
    *angle1 = 0;
    *angle2 = 0;
  }
}

static dReal getUniversalAngle1(dxJointUniversal *joint)
{
  if (joint->node[0].body) {
    // length 1 joint axis in global coordinates, from each body
    dVector3 ax1, ax2;
    dMatrix3 R;
    dQuaternion qcross, qq, qrel;

    getUniversalAxes (joint,ax1,ax2);

    // It should be possible to get both angles without explicitly
    // constructing the rotation matrix of the cross.  Basically,
    // orientation of the cross about axis1 comes from body 2,
    // about axis 2 comes from body 1, and the perpendicular
    // axis can come from the two bodies somehow.  (We don't really
    // want to assume it's 90 degrees, because in general the
    // constraints won't be perfectly satisfied, or even very well
    // satisfied.)
    //
    // However, we'd need a version of getHingeAngleFromRElativeQuat()
    // that CAN handle when its relative quat is rotated along a direction
    // other than the given axis.  What I have here works,
    // although it's probably much slower than need be.

    dRFrom2Axes(R, ax1[0], ax1[1], ax1[2], ax2[0], ax2[1], ax2[2]);
    dRtoQ (R,qcross);

    // This code is essential the same as getHingeAngle(), see the comments
    // there for details.

    // get qrel = relative rotation between node[0] and the cross
    dQMultiply1 (qq,joint->node[0].body->q,qcross);
    dQMultiply2 (qrel,qq,joint->qrel1);

    return getHingeAngleFromRelativeQuat(qrel, joint->axis1);
  }
  return 0;
}


static dReal getUniversalAngle2(dxJointUniversal *joint)
{
  if (joint->node[0].body) {
    // length 1 joint axis in global coordinates, from each body
    dVector3 ax1, ax2;
    dMatrix3 R;
    dQuaternion qcross, qq, qrel;

    getUniversalAxes (joint,ax1,ax2);

    // It should be possible to get both angles without explicitly
    // constructing the rotation matrix of the cross.  Basically,
    // orientation of the cross about axis1 comes from body 2,
    // about axis 2 comes from body 1, and the perpendicular
    // axis can come from the two bodies somehow.  (We don't really
    // want to assume it's 90 degrees, because in general the
    // constraints won't be perfectly satisfied, or even very well
    // satisfied.)
    //
    // However, we'd need a version of getHingeAngleFromRElativeQuat()
    // that CAN handle when its relative quat is rotated along a direction
    // other than the given axis.  What I have here works,
    // although it's probably much slower than need be.

    dRFrom2Axes(R, ax2[0], ax2[1], ax2[2], ax1[0], ax1[1], ax1[2]);
    dRtoQ(R, qcross);

    if (joint->node[1].body) {
      dQMultiply1 (qq, joint->node[1].body->q, qcross);
      dQMultiply2 (qrel,qq,joint->qrel2);
    }
    else {
      // pretend joint->node[1].body->q is the identity
      dQMultiply2 (qrel,qcross, joint->qrel2);
    }

    return - getHingeAngleFromRelativeQuat(qrel, joint->axis2);
  }
  return 0;
}


static void universalGetInfo1 (dxJointUniversal *j, dxJoint::Info1 *info)
{
  info->nub = 4;
  info->m = 4;

  // see if we're powered or at a joint limit.
  bool constraint1 = j->limot1.fmax > 0;
  bool constraint2 = j->limot2.fmax > 0;

  bool limiting1 = (j->limot1.lostop >= -dPI || j->limot1.histop <= dPI) &&
       j->limot1.lostop <= j->limot1.histop;
  bool limiting2 = (j->limot2.lostop >= -dPI || j->limot2.histop <= dPI) &&
       j->limot2.lostop <= j->limot2.histop;

  // We need to call testRotationLimit() even if we're motored, since it
  // records the result.
  if (limiting1 || limiting2) {
    dReal angle1, angle2;
    getUniversalAngles (j, &angle1, &angle2);
    if (limiting1 && j->limot1.testRotationalLimit (angle1)) constraint1 = true;
    if (limiting2 && j->limot2.testRotationalLimit (angle2)) constraint2 = true;
  }
  if (constraint1)
    info->m++;
  if (constraint2)
    info->m++;
}


static void universalGetInfo2 (dxJointUniversal *joint, dxJoint::Info2 *info)
{
  // set the three ball-and-socket rows
  setBall (joint,info,joint->anchor1,joint->anchor2);

  // set the universal joint row. the angular velocity about an axis
  // perpendicular to both joint axes should be equal. thus the constraint
  // equation is
  //    p*w1 - p*w2 = 0
  // where p is a vector normal to both joint axes, and w1 and w2
  // are the angular velocity vectors of the two bodies.

  // length 1 joint axis in global coordinates, from each body
  dVector3 ax1, ax2;
  dVector3 ax2_temp;
  // length 1 vector perpendicular to ax1 and ax2. Neither body can rotate
  // about this.
  dVector3 p;
  dReal k;

  getUniversalAxes(joint, ax1, ax2);
  k = dDOT(ax1, ax2);
  ax2_temp[0] = ax2[0] - dMUL(k,ax1[0]);
  ax2_temp[1] = ax2[1] - dMUL(k,ax1[1]);
  ax2_temp[2] = ax2[2] - dMUL(k,ax1[2]);
  dCROSS(p, =, ax1, ax2_temp);
  dNormalize3(p);

  int s3=3*info->rowskip;

  info->J1a[s3+0] = p[0];
  info->J1a[s3+1] = p[1];
  info->J1a[s3+2] = p[2];

  if (joint->node[1].body) {
    info->J2a[s3+0] = -p[0];
    info->J2a[s3+1] = -p[1];
    info->J2a[s3+2] = -p[2];
  }

  // compute the right hand side of the constraint equation. set relative
  // body velocities along p to bring the axes back to perpendicular.
  // If ax1, ax2 are unit length joint axes as computed from body1 and
  // body2, we need to rotate both bodies along the axis p.  If theta
  // is the angle between ax1 and ax2, we need an angular velocity
  // along p to cover the angle erp * (theta - Pi/2) in one step:
  //
  //   |angular_velocity| = angle/time = erp*(theta - Pi/2) / stepsize
  //                      = (erp*fps) * (theta - Pi/2)
  //
  // if theta is close to Pi/2,
  // theta - Pi/2 ~= cos(theta), so
  //    |angular_velocity|  ~= (erp*fps) * (ax1 dot ax2)

  info->c[3] = dMUL(info->fps,dMUL(info->erp,- dDOT(ax1, ax2)));

  // if the first angle is powered, or has joint limits, add in the stuff
  int row = 4 + joint->limot1.addLimot (joint,info,4,ax1,1);

  // if the second angle is powered, or has joint limits, add in more stuff
  joint->limot2.addLimot (joint,info,row,ax2,1);
}


static void universalComputeInitialRelativeRotations (dxJointUniversal *joint)
{
  if (joint->node[0].body) {
    dVector3 ax1, ax2;
    dMatrix3 R;
    dQuaternion qcross;

    getUniversalAxes(joint, ax1, ax2);

    // Axis 1.
    dRFrom2Axes(R, ax1[0], ax1[1], ax1[2], ax2[0], ax2[1], ax2[2]);
    dRtoQ(R, qcross);
    dQMultiply1 (joint->qrel1, joint->node[0].body->q, qcross);

    // Axis 2.
    dRFrom2Axes(R, ax2[0], ax2[1], ax2[2], ax1[0], ax1[1], ax1[2]);
    dRtoQ(R, qcross);
    if (joint->node[1].body) {
      dQMultiply1 (joint->qrel2, joint->node[1].body->q, qcross);
    }
    else {
      // set joint->qrel to qcross
      for (int i=0; i<4; i++) joint->qrel2[i] = qcross[i];
    }
  }
}


EXPORT_C void dJointSetUniversalAnchor (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  setAnchors (joint,x,y,z,joint->anchor1,joint->anchor2);
  universalComputeInitialRelativeRotations(joint);
}


EXPORT_C void dJointSetUniversalAxis1 (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    setAxes (joint,x,y,z,NULL,joint->axis2);
  else
    setAxes (joint,x,y,z,joint->axis1,NULL);
  universalComputeInitialRelativeRotations(joint);
}


EXPORT_C void dJointSetUniversalAxis2 (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    setAxes (joint,x,y,z,joint->axis1,NULL);
  else
    setAxes (joint,x,y,z,NULL,joint->axis2);
  universalComputeInitialRelativeRotations(joint);
}


EXPORT_C void dJointGetUniversalAnchor (dJointID j, dVector3 result)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    getAnchor2 (joint,result,joint->anchor2);
  else
    getAnchor (joint,result,joint->anchor1);
}


EXPORT_C void dJointGetUniversalAnchor2 (dJointID j, dVector3 result)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    getAnchor (joint,result,joint->anchor1);
  else
    getAnchor2 (joint,result,joint->anchor2);
}


EXPORT_C void dJointGetUniversalAxis1 (dJointID j, dVector3 result)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    getAxis2 (joint,result,joint->axis2);
  else
    getAxis (joint,result,joint->axis1);
}


EXPORT_C void dJointGetUniversalAxis2 (dJointID j, dVector3 result)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    getAxis (joint,result,joint->axis1);
  else
    getAxis2 (joint,result,joint->axis2);
}


EXPORT_C void dJointSetUniversalParam (dJointID j, int parameter, dReal value)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if ((parameter & 0xff00) == 0x100) {
    joint->limot2.set (parameter & 0xff,value);
  }
  else {
    joint->limot1.set (parameter,value);
  }
}


EXPORT_C dReal dJointGetUniversalParam (dJointID j, int parameter)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if ((parameter & 0xff00) == 0x100) {
    return joint->limot2.get (parameter & 0xff);
  }
  else {
    return joint->limot1.get (parameter);
  }
}

EXPORT_C void dJointGetUniversalAngles (dJointID j, dReal *angle1, dReal *angle2)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    return getUniversalAngles (joint, angle2, angle1);
  else
    return getUniversalAngles (joint, angle1, angle2);
}


EXPORT_C dReal dJointGetUniversalAngle1 (dJointID j)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    return getUniversalAngle2 (joint);
  else
    return getUniversalAngle1 (joint);
}


EXPORT_C dReal dJointGetUniversalAngle2 (dJointID j)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;

  if (joint->flags & dJOINT_REVERSE)
    return getUniversalAngle1 (joint);
  else
    return getUniversalAngle2 (joint);
}


EXPORT_C dReal dJointGetUniversalAngle1Rate (dJointID j)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;


  if (joint->node[0].body) {
    dVector3 axis;

    if (joint->flags & dJOINT_REVERSE)
      getAxis2 (joint,axis,joint->axis2);
    else
      getAxis (joint,axis,joint->axis1);

    dReal rate = dDOT(axis, joint->node[0].body->avel);
    if (joint->node[1].body) rate -= dDOT(axis, joint->node[1].body->avel);
    return rate;
  }
  return 0;
}


EXPORT_C dReal dJointGetUniversalAngle2Rate (dJointID j)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;


  if (joint->node[0].body) {
    dVector3 axis;

    if (joint->flags & dJOINT_REVERSE)
      getAxis (joint,axis,joint->axis1);
    else
      getAxis2 (joint,axis,joint->axis2);

    dReal rate = dDOT(axis, joint->node[0].body->avel);
    if (joint->node[1].body) rate -= dDOT(axis, joint->node[1].body->avel);
    return rate;
  }
  return 0;
}


EXPORT_C void dJointAddUniversalTorques (dJointID j, dReal torque1, dReal torque2)
{
  dxJointUniversal* joint = (dxJointUniversal*)j;
  dVector3 axis1, axis2;


  if (joint->flags & dJOINT_REVERSE) {
    dReal temp = torque1;
    torque1 = - torque2;
    torque2 = - temp;
  }

  getAxis (joint,axis1,joint->axis1);
  getAxis2 (joint,axis2,joint->axis2);
  axis1[0] = dMUL(axis1[0],torque1) + dMUL(axis2[0],torque2);
  axis1[1] = dMUL(axis1[1],torque1) + dMUL(axis2[1],torque2);
  axis1[2] = dMUL(axis1[2],torque1) + dMUL(axis2[2],torque2);

  if (joint->node[0].body != 0)
    dBodyAddTorque (joint->node[0].body,axis1[0],axis1[1],axis1[2]);
  if (joint->node[1].body != 0)
    dBodyAddTorque(joint->node[1].body, -axis1[0], -axis1[1], -axis1[2]);
}





dxJoint::Vtable __duniversal_vtable = {
  sizeof(dxJointUniversal),
  (dxJoint::init_fn*) universalInit,
  (dxJoint::getInfo1_fn*) universalGetInfo1,
  (dxJoint::getInfo2_fn*) universalGetInfo2,
  dJointTypeUniversal};



//****************************************************************************
// Prismatic and Rotoide

static void PRInit (dxJointPR *j)
{
  // Default Position
  // Z^
  //  | Body 1       P      R          Body2
  //  |+---------+   _      _         +-----------+
  //  ||         |----|----(_)--------+           |
  //  |+---------+   -                +-----------+
  //  |
  // X.-----------------------------------------> Y
  // N.B. X is comming out of the page
  dSetZero (j->anchor2,4);

  dSetZero (j->axisR1,4);
  j->axisR1[0] = REAL(1.0);
  dSetZero (j->axisR2,4);
  j->axisR2[0] = REAL(1.0);

  dSetZero (j->axisP1,4);
  j->axisP1[1] = REAL(1.0);
  dSetZero (j->qrel,4);
  dSetZero (j->offset,4);

  j->limotR.init (j->world);
  j->limotP.init (j->world);
}


EXPORT_C dReal dJointGetPRPosition (dJointID j)
{
  dxJointPR* joint = (dxJointPR*)j;


  dVector3 q;
  // get the offset in global coordinates
  dMULTIPLY0_331 (q,joint->node[0].body->posr.R,joint->offset);

  if (joint->node[1].body) {
    dVector3 anchor2;

    // get the anchor2 in global coordinates
    dMULTIPLY0_331 (anchor2,joint->node[1].body->posr.R,joint->anchor2);

    q[0] = ( (joint->node[0].body->posr.pos[0] + q[0]) -
             (joint->node[1].body->posr.pos[0] + anchor2[0]) );
    q[1] = ( (joint->node[0].body->posr.pos[1] + q[1]) -
             (joint->node[1].body->posr.pos[1] + anchor2[1]) );
    q[2] = ( (joint->node[0].body->posr.pos[2] + q[2]) -
             (joint->node[1].body->posr.pos[2] + anchor2[2]) );

  }
  else {
    //N.B. When there is no body 2 the joint->anchor2 is already in
    //     global coordinates

    q[0] = ( (joint->node[0].body->posr.pos[0] + q[0]) -
             (joint->anchor2[0]) );
    q[1] = ( (joint->node[0].body->posr.pos[1] + q[1]) -
             (joint->anchor2[1]) );
    q[2] = ( (joint->node[0].body->posr.pos[2] + q[2]) -
             (joint->anchor2[2]) );

  }

  dVector3 axP;
  // get prismatic axis in global coordinates
  dMULTIPLY0_331 (axP,joint->node[0].body->posr.R,joint->axisP1);

  return dDOT(axP, q);
}


EXPORT_C dReal dJointGetPRPositionRate (dJointID j)
{
  dxJointPR* joint = (dxJointPR*)j;


  if (joint->node[0].body) {
		// We want to find the rate of change of the prismatic part of the joint
		// We can find it by looking at the speed difference between body1 and the
		// anchor point.

		// r will be used to find the distance between body1 and the anchor point
		dVector3 r;
		if (joint->node[1].body) {
			// Find joint->anchor2 in global coordinates
			dVector3 anchor2;
			dMULTIPLY0_331 (anchor2,joint->node[1].body->posr.R,joint->anchor2);

			r[0] = joint->node[0].body->posr.pos[0] - anchor2[0];
			r[1] = joint->node[0].body->posr.pos[1] - anchor2[1];
			r[2] = joint->node[0].body->posr.pos[2] - anchor2[2];
		}
		else {
			//N.B. When there is no body 2 the joint->anchor2 is already in
			//     global coordinates
			r[0] = joint->node[0].body->posr.pos[0] - joint->anchor2[0];
			r[1] = joint->node[0].body->posr.pos[1] - joint->anchor2[1];
			r[2] = joint->node[0].body->posr.pos[2] - joint->anchor2[2];
		}

		// The body1 can have velocity coming from the rotation of
		// the rotoide axis. We need to remove this.

		// Take only the angular rotation coming from the rotation
		// of the rotoide articulation
		// N.B. Body1 and Body2 should have the same rotation along axis
		//      other than the rotoide axis.
		dVector3 angular;
		dMULTIPLY0_331 (angular,joint->node[0].body->posr.R,joint->axisR1);
		dReal omega = dDOT(angular, joint->node[0].body->avel);
		angular[0] = dMUL(angular[0],omega);
		angular[1] = dMUL(angular[1],omega);
		angular[2] = dMUL(angular[2],omega);

		// Find the contribution of the angular rotation to the linear speed
		// N.B. We do vel = r X w instead of vel = w x r to have vel negative
		//      since we want to remove it from the linear velocity of the body
		dVector3 lvel1;
		dCROSS(lvel1, =, r, angular);

		lvel1[0] += joint->node[0].body->lvel[0];
		lvel1[1] += joint->node[0].body->lvel[1];
		lvel1[2] += joint->node[0].body->lvel[2];

		// Since we want rate of change along the prismatic axis
		// get axisP1 in global coordinates and get the component
		// along this axis only
		dVector3 axP1;
		dMULTIPLY0_331 (axP1,joint->node[0].body->posr.R,joint->axisP1);
		return dDOT(axP1, lvel1);
	}

	return REAL(0.0);
}



static void PRGetInfo1 (dxJointPR *j, dxJoint::Info1 *info)
{
  info->m = 4;
  info->nub = 4;

  bool added = false;

  added = false;
  // see if the prismatic articulation is powered
  if (j->limotP.fmax > 0)
  {
    added = true;
    (info->m)++;  // powered needs an extra constraint row
  }

  // see if we're at a joint limit.
  j->limotP.limit = 0;
  if ((j->limotP.lostop > -dInfinity || j->limotP.histop < dInfinity) &&
      j->limotP.lostop <= j->limotP.histop) {
    // measure joint position
    dReal pos = dJointGetPRPosition (j);
    if (pos <= j->limotP.lostop) {
      j->limotP.limit = 1;
      j->limotP.limit_err = pos - j->limotP.lostop;
      if (!added)
        (info->m)++;
    }

    if (pos >= j->limotP.histop) {
      j->limotP.limit = 2;
      j->limotP.limit_err = pos - j->limotP.histop;
      if (!added)
        (info->m)++;
    }
  }

}



static void PRGetInfo2 (dxJointPR *joint, dxJoint::Info2 *info)
{
  int s = info->rowskip;
  int s2= 2*s;
  int s3= 3*s;
  int s4= 4*s;

  dReal k = dMUL(info->fps,info->erp);


  dVector3 q;  // plane space of axP and after that axR

  // pull out pos and R for both bodies. also get the `connection'
  // vector pos2-pos1.

  dReal *pos1,*pos2 = 0,*R1,*R2 = 0;
  pos1 = joint->node[0].body->posr.pos;
  R1 = joint->node[0].body->posr.R;
  if (joint->node[1].body) {
    pos2 = joint->node[1].body->posr.pos;
    R2 = joint->node[1].body->posr.R;
  }
  else {
   //     pos2 = 0; // N.B. We can do that to be safe but it is no necessary
   //     R2 = 0;   // N.B. We can do that to be safe but it is no necessary
  }


  dVector3 axP; // Axis of the prismatic joint in global frame
  dMULTIPLY0_331 (axP, R1, joint->axisP1);

  // distance between the body1 and the anchor2 in global frame
  // Calculated in the same way as the offset
  dVector3 dist;

  if (joint->node[1].body)
  {
    dMULTIPLY0_331 (dist, R2, joint->anchor2);
    dist[0] += pos2[0] - pos1[0];
    dist[1] += pos2[1] - pos1[1];
    dist[2] += pos2[2] - pos1[2];
  }
  else {
    dist[0] = joint->anchor2[0] - pos1[0];
    dist[1] = joint->anchor2[1] - pos1[1];
    dist[2] = joint->anchor2[2] - pos1[2];
  }


  // ======================================================================
  // Work on the Rotoide part (i.e. row 0, 1 and maybe 4 if rotoide powered

  // Set the two rotoide rows. The rotoide axis should be the only unconstrained
  // rotational axis, the angular velocity of the two bodies perpendicular to
  // the rotoide axis should be equal. Thus the constraint equations are
  //    p*w1 - p*w2 = 0
  //    q*w1 - q*w2 = 0
  // where p and q are unit vectors normal to the rotoide axis, and w1 and w2
  // are the angular velocity vectors of the two bodies.
  dVector3 ax1;
  dMULTIPLY0_331 (ax1, joint->node[0].body->posr.R, joint->axisR1);
  dCROSS(q , =, ax1, axP);

  info->J1a[0] = axP[0];
  info->J1a[1] = axP[1];
  info->J1a[2] = axP[2];
  info->J1a[s+0] = q[0];
  info->J1a[s+1] = q[1];
  info->J1a[s+2] = q[2];

  if (joint->node[1].body) {
    info->J2a[0] = -axP[0];
    info->J2a[1] = -axP[1];
    info->J2a[2] = -axP[2];
    info->J2a[s+0] = -q[0];
    info->J2a[s+1] = -q[1];
    info->J2a[s+2] = -q[2];
  }


  // Compute the right hand side of the constraint equation set. Relative
  // body velocities along p and q to bring the rotoide back into alignment.
  // ax1,ax2 are the unit length rotoide axes of body1 and body2 in world frame.
  // We need to rotate both bodies along the axis u = (ax1 x ax2).
  // if `theta' is the angle between ax1 and ax2, we need an angular velocity
  // along u to cover angle erp*theta in one step :
  //   |angular_velocity| = angle/time = erp*theta / stepsize
  //                      = (erp*fps) * theta
  //    angular_velocity  = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2|
  //                      = (erp*fps) * theta * (ax1 x ax2) / sin(theta)
  // ...as ax1 and ax2 are unit length. if theta is smallish,
  // theta ~= sin(theta), so
  //    angular_velocity  = (erp*fps) * (ax1 x ax2)
  // ax1 x ax2 is in the plane space of ax1, so we project the angular
  // velocity to p and q to find the right hand side.

  dVector3 ax2;
  if (joint->node[1].body) {
    dMULTIPLY0_331 (ax2, R2, joint->axisR2);
  }
  else {
    ax2[0] = joint->axisR2[0];
    ax2[1] = joint->axisR2[1];
    ax2[2] = joint->axisR2[2];
  }

  dVector3 b;
  dCROSS (b,=,ax1, ax2);
  info->c[0] = dMUL(k,dDOT(b, axP));
  info->c[1] = dMUL(k,dDOT(b, q));



  // ==========================
  // Work on the Prismatic part (i.e row 2,3 and 4 if only the prismatic is powered
  // or 5 if rotoide and prismatic powered

  // two rows. we want: vel2 = vel1 + w1 x c ... but this would
  // result in three equations, so we project along the planespace vectors
  // so that sliding along the prismatic axis is disregarded. for symmetry we
  // also substitute (w1+w2)/2 for w1, as w1 is supposed to equal w2.

  // p1 + R1 dist' = p2 + R2 anchor2' ## OLD ## p1 + R1 anchor1' = p2 + R2 dist'
  // v1 + w1 x R1 dist' + v_p = v2 + w2 x R2 anchor2'## OLD  v1 + w1 x R1 anchor1' = v2 + w2 x R2 dist' + v_p
  // v_p is speed of prismatic joint (i.e. elongation rate)
  // Since the constraints are perpendicular to v_p we have:
  // p dot v_p = 0 and q dot v_p = 0
  // ax1 dot ( v1 + w1 x dist = v2 + w2 x anchor2 )
  // q dot ( v1 + w1 x dist = v2 + w2 x anchor2 )
  // ==
  // ax1 . v1 + ax1 . w1 x dist = ax1 . v2 + ax1 . w2 x anchor2 ## OLD ## ax1 . v1 + ax1 . w1 x anchor1 = ax1 . v2 + ax1 . w2 x dist
  // since a . (b x c) = - b . (a x c) = - (a x c) . b
  // and a x b = - b x a
  // ax1 . v1 - ax1 x dist . w1 - ax1 . v2 - (- ax1 x anchor2 . w2) = 0
  // ax1 . v1 + dist x ax1 . w1 - ax1 . v2 - anchor2 x ax1 . w2 = 0
  // Coeff for 1er line of: J1l => ax1, J2l => -ax1
  // Coeff for 2er line of: J1l => q, J2l => -q
  // Coeff for 1er line of: J1a => dist x ax1, J2a => - anchor2 x ax1
  // Coeff for 2er line of: J1a => dist x q,   J2a => - anchor2 x q


	dCROSS ((info->J1a)+s2, = , dist, ax1);

	dCROSS ((info->J1a)+s3, = , dist, q);


  info->J1l[s2+0] = ax1[0];
	info->J1l[s2+1] = ax1[1];
	info->J1l[s2+2] = ax1[2];

  info->J1l[s3+0] = q[0];
	info->J1l[s3+1] = q[1];
	info->J1l[s3+2] = q[2];

  if (joint->node[1].body) {
    dVector3 anchor2;

    // Calculate anchor2 in world coordinate
    dMULTIPLY0_331 (anchor2, R2, joint->anchor2);

		// ax2 x anchor2 instead of anchor2 x ax2 since we want the negative value
		dCROSS ((info->J2a)+s2, = , ax2, anchor2); // since ax1 == ax2

		// The cross product is in reverse order since we want the negative value
		dCROSS ((info->J2a)+s3, = , q, anchor2);

		info->J2l[s2+0] = -ax1[0];
		info->J2l[s2+1] = -ax1[1];
		info->J2l[s2+2] = -ax1[2];

    info->J2l[s3+0] = -q[0];
		info->J2l[s3+1] = -q[1];
		info->J2l[s3+2] = -q[2];
  }


  // We want to make correction for motion not in the line of the axisP
  // We calculate the displacement w.r.t. the anchor pt.
  //
  // compute the elements 2 and 3 of right hand side.
  // we want to align the offset point (in body 2's frame) with the center of body 1.
  // The position should be the same when we are not along the prismatic axis
  dVector3 err;
  dMULTIPLY0_331 (err, R1, joint->offset);
  err[0] += dist[0];
  err[1] += dist[1];
  err[2] += dist[2];
  info->c[2] = dMUL(k,dDOT(ax1, err));
  info->c[3] = dMUL(k,dDOT(q, err));

  // Here we can't use addLimot because of some assumption in the function
  int powered = joint->limotP.fmax > 0;
  if (powered || joint->limotP.limit) {
    info->J1l[s4+0] = axP[0];
    info->J1l[s4+1] = axP[1];
    info->J1l[s4+2] = axP[2];
    if (joint->node[1].body) {
      info->J2l[s4+0] = -axP[0];
      info->J2l[s4+1] = -axP[1];
      info->J2l[s4+2] = -axP[2];
    }
    // linear limot torque decoupling step:
    //
    // if this is a linear limot (e.g. from a slider), we have to be careful
    // that the linear constraint forces (+/- ax1) applied to the two bodies
    // do not create a torque couple. in other words, the points that the
    // constraint force is applied at must lie along the same ax1 axis.
    // a torque couple will result in powered or limited slider-jointed free
    // bodies from gaining angular momentum.
    // the solution used here is to apply the constraint forces at the point
    // halfway between the body centers. there is no penalty (other than an
    // extra tiny bit of computation) in doing this adjustment. note that we
    // only need to do this if the constraint connects two bodies.

	dVector3 ltd = {};  // Linear Torque Decoupling vector (a torque)
    if (joint->node[1].body) {
			dVector3 c;
      c[0]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[0]-joint->node[0].body->posr.pos[0]));
      c[1]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[1]-joint->node[0].body->posr.pos[1]));
      c[2]=dMUL(REAL(0.5),(joint->node[1].body->posr.pos[2]-joint->node[0].body->posr.pos[2]));
			dReal val = dDOT(q, c);
			c[0] -= dMUL(val,c[0]);
			c[1] -= dMUL(val,c[1]);
			c[2] -= dMUL(val,c[2]);

      dCROSS (ltd,=,c,axP);
      info->J1a[s4+0] = ltd[0];
      info->J1a[s4+1] = ltd[1];
      info->J1a[s4+2] = ltd[2];
      info->J2a[s4+0] = ltd[0];
      info->J2a[s4+1] = ltd[1];
      info->J2a[s4+2] = ltd[2];
    }

    // if we're limited low and high simultaneously, the joint motor is
    // ineffective
    if (joint->limotP.limit && (joint->limotP.lostop == joint->limotP.histop))
      powered = 0;

    int row = 4;
    if (powered) {
      info->cfm[row] = joint->limotP.normal_cfm;
      if (!joint->limotP.limit) {
        info->c[row] = joint->limotP.vel;
        info->lo[row] = -joint->limotP.fmax;
        info->hi[row] = joint->limotP.fmax;
      }
      else {
        // the joint is at a limit, AND is being powered. if the joint is
        // being powered into the limit then we apply the maximum motor force
        // in that direction, because the motor is working against the
        // immovable limit. if the joint is being powered away from the limit
        // then we have problems because actually we need *two* lcp
        // constraints to handle this case. so we fake it and apply some
        // fraction of the maximum force. the fraction to use can be set as
        // a fudge factor.

        dReal fm = joint->limotP.fmax;
        dReal vel = joint->limotP.vel;
        int limit = joint->limotP.limit;
        if ((vel > 0) || (vel==0 && limit==2)) fm = -fm;

        // if we're powering away from the limit, apply the fudge factor
        if ((limit==1 && vel > 0) || (limit==2 && vel < 0))
          fm = dMUL(fm,joint->limotP.fudge_factor);


        dBodyAddForce (joint->node[0].body,-dMUL(fm,axP[0]),-dMUL(fm,axP[1]),-dMUL(fm,axP[2]));

				if (joint->node[1].body) {
					dBodyAddForce (joint->node[1].body,dMUL(fm,axP[0]),dMUL(fm,axP[1]),dMUL(fm,axP[2]));

					// linear limot torque decoupling step: refer to above discussion
					dBodyAddTorque (joint->node[0].body,-dMUL(fm,ltd[0]),-dMUL(fm,ltd[1]),
													-dMUL(fm,ltd[2]));
					dBodyAddTorque (joint->node[1].body,-dMUL(fm,ltd[0]),-dMUL(fm,ltd[1]),
													-dMUL(fm,ltd[2]));
				}
      }
    }

		if (joint->limotP.limit) {
      dReal k = dMUL(info->fps,joint->limotP.stop_erp);
      info->c[row] = -dMUL(k,joint->limotP.limit_err);
      info->cfm[row] = joint->limotP.stop_cfm;

      if (joint->limotP.lostop == joint->limotP.histop) {
				// limited low and high simultaneously
				info->lo[row] = -dInfinity;
				info->hi[row] = dInfinity;
      }
      else {
        if (joint->limotP.limit == 1) {
					// low limit
					info->lo[row] = 0;
					info->hi[row] = dInfinity;
				}
				else {
					// high limit
					info->lo[row] = -dInfinity;
					info->hi[row] = 0;
				}

				// deal with bounce
        if (joint->limotP.bounce > 0) {
					// calculate joint velocity
          dReal vel;
          vel = dDOT(joint->node[0].body->lvel, axP);
          if (joint->node[1].body)
            vel -= dDOT(joint->node[1].body->lvel, axP);

					// only apply bounce if the velocity is incoming, and if the
					// resulting c[] exceeds what we already have.
          if (joint->limotP.limit == 1) {
						// low limit
						if (vel < 0) {
              dReal newc = -dMUL(joint->limotP.bounce,vel);
							if (newc > info->c[row]) info->c[row] = newc;
						}
					}
					else {
						// high limit - all those computations are reversed
						if (vel > 0) {
              dReal newc = -dMUL(joint->limotP.bounce,vel);
							if (newc < info->c[row]) info->c[row] = newc;
						}
					}
				}
      }
    }
  }
}


// compute initial relative rotation body1 -> body2, or env -> body1
static void PRComputeInitialRelativeRotation (dxJointPR *joint)
{
  if (joint->node[0].body) {
    if (joint->node[1].body) {
      dQMultiply1 (joint->qrel,joint->node[0].body->q,joint->node[1].body->q);
    }
    else {
      // set joint->qrel to the transpose of the first body q
      joint->qrel[0] = joint->node[0].body->q[0];
      for (int i=1; i<4; i++) joint->qrel[i] = -joint->node[0].body->q[i];
      // WARNING do we need the - in -joint->node[0].body->q[i]; or not
    }
  }
}

EXPORT_C void dJointSetPRAnchor (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointPR* joint = (dxJointPR*)j;


  dVector3 dummy;
  setAnchors (joint,x,y,z,dummy,joint->anchor2);
}


EXPORT_C void dJointSetPRAxis1 (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointPR* joint = (dxJointPR*)j;
  //int i;


  setAxes (joint,x,y,z,joint->axisP1, 0);

  PRComputeInitialRelativeRotation (joint);

  // compute initial relative rotation body1 -> body2, or env -> body1
  // also compute distance between anchor of body1 w.r.t center of body 2
  dVector3 c;
  if (joint->node[1].body) {
    dVector3 anchor2;
    dMULTIPLY0_331 (anchor2,joint->node[1].body->posr.R, joint->anchor2);

    c[0] = ( joint->node[1].body->posr.pos[0] + anchor2[0] -
             joint->node[0].body->posr.pos[0] );
    c[1] = ( joint->node[1].body->posr.pos[1] + anchor2[1] -
             joint->node[0].body->posr.pos[1] );
    c[2] = ( joint->node[1].body->posr.pos[2] + anchor2[2] -
             joint->node[0].body->posr.pos[2] );
  }
  else if (joint->node[0].body) {
    c[0] = joint->anchor2[0] - joint->node[0].body->posr.pos[0];
    c[1] = joint->anchor2[1] - joint->node[0].body->posr.pos[1];
    c[2] = joint->anchor2[2] - joint->node[0].body->posr.pos[2];
  }
	else
	{
    joint->offset[0] = joint->anchor2[0];
		joint->offset[1] = joint->anchor2[1];
		joint->offset[2] = joint->anchor2[2];

		return;
	}


  dMULTIPLY1_331 (joint->offset,joint->node[0].body->posr.R,c);
}


EXPORT_C void dJointSetPRAxis2 (dJointID j, dReal x, dReal y, dReal z)
{
  dxJointPR* joint = (dxJointPR*)j;

  setAxes (joint,x,y,z,joint->axisR1,joint->axisR2);
  PRComputeInitialRelativeRotation (joint);
}


EXPORT_C void dJointSetPRParam (dJointID j, int parameter, dReal value)
{
  dxJointPR* joint = (dxJointPR*)j;

  if ((parameter & 0xff00) == 0x100) {
    joint->limotR.set (parameter,value);
  }
  else {
    joint->limotP.set (parameter & 0xff,value);
  }
}

EXPORT_C void dJointGetPRAnchor (dJointID j, dVector3 result)
{
  dxJointPR* joint = (dxJointPR*)j;


  if (joint->node[1].body)
    getAnchor2 (joint,result,joint->anchor2);
  else
  {
    result[0] = joint->anchor2[0];
    result[1] = joint->anchor2[1];
    result[2] = joint->anchor2[2];
  }

}

EXPORT_C void dJointGetPRAxis1 (dJointID j, dVector3 result)
{
  dxJointPR* joint = (dxJointPR*)j;

  getAxis(joint, result, joint->axisP1);
}

EXPORT_C void dJointGetPRAxis2 (dJointID j, dVector3 result)
{
  dxJointPR* joint = (dxJointPR*)j;

  getAxis(joint, result, joint->axisR1);
}

EXPORT_C dReal dJointGetPRParam (dJointID j, int parameter)
{
  dxJointPR* joint = (dxJointPR*)j;

  if ((parameter & 0xff00) == 0x100) {
    return joint->limotR.get (parameter & 0xff);
  }
	else {
		return joint->limotP.get (parameter);
	}
}

EXPORT_C void dJointAddPRTorque (dJointID j, dReal torque)
{
  dxJointPR* joint = (dxJointPR*)j;
  dVector3 axis;


  if (joint->flags & dJOINT_REVERSE)
    torque = -torque;

  getAxis (joint,axis,joint->axisR1);
  axis[0] = dMUL(axis[0],torque);
  axis[1] = dMUL(axis[1],torque);
  axis[2] = dMUL(axis[2],torque);

  if (joint->node[0].body != 0)
    dBodyAddTorque (joint->node[0].body, axis[0], axis[1], axis[2]);
  if (joint->node[1].body != 0)
    dBodyAddTorque(joint->node[1].body, -axis[0], -axis[1], -axis[2]);
}


dxJoint::Vtable __dPR_vtable = {
  sizeof(dxJointPR),
  (dxJoint::init_fn*) PRInit,
  (dxJoint::getInfo1_fn*) PRGetInfo1,
  (dxJoint::getInfo2_fn*) PRGetInfo2,
  dJointTypePR
};


//****************************************************************************
// angular motor

static void amotorInit (dxJointAMotor *j)
{
  int i;
  j->num = 0;
  j->mode = dAMotorUser;
  for (i=0; i<3; i++) {
    j->rel[i] = 0;
    dSetZero (j->axis[i],4);
    j->limot[i].init (j->world);
    j->angle[i] = 0;
  }
  dSetZero (j->reference1,4);
  dSetZero (j->reference2,4);
}


// compute the 3 axes in global coordinates

static void amotorComputeGlobalAxes (dxJointAMotor *joint, dVector3 ax[3])
{
  if (joint->mode == dAMotorEuler) {
    // special handling for euler mode
    dMULTIPLY0_331 (ax[0],joint->node[0].body->posr.R,joint->axis[0]);
    if (joint->node[1].body) {
      dMULTIPLY0_331 (ax[2],joint->node[1].body->posr.R,joint->axis[2]);
    }
    else {
      ax[2][0] = joint->axis[2][0];
      ax[2][1] = joint->axis[2][1];
      ax[2][2] = joint->axis[2][2];
    }
    dCROSS (ax[1],=,ax[2],ax[0]);
    dNormalize3 (ax[1]);
  }
  else {
    for (int i=0; i < joint->num; i++) {
      if (joint->rel[i] == 1) {
	// relative to b1
	dMULTIPLY0_331 (ax[i],joint->node[0].body->posr.R,joint->axis[i]);
      }
      else if (joint->rel[i] == 2) {
	// relative to b2
	if (joint->node[1].body) {   // jds: don't assert, just ignore
	        dMULTIPLY0_331 (ax[i],joint->node[1].body->posr.R,joint->axis[i]);
        }
      }
      else {
	// global - just copy it
	ax[i][0] = joint->axis[i][0];
	ax[i][1] = joint->axis[i][1];
	ax[i][2] = joint->axis[i][2];
      }
    }
  }
}


static void amotorComputeEulerAngles (dxJointAMotor *joint, dVector3 ax[3])
{
  // assumptions:
  //   global axes already calculated --> ax
  //   axis[0] is relative to body 1 --> global ax[0]
  //   axis[2] is relative to body 2 --> global ax[2]
  //   ax[1] = ax[2] x ax[0]
  //   original ax[0] and ax[2] are perpendicular
  //   reference1 is perpendicular to ax[0] (in body 1 frame)
  //   reference2 is perpendicular to ax[2] (in body 2 frame)
  //   all ax[] and reference vectors are unit length

  // calculate references in global frame
  dVector3 ref1,ref2;
  dMULTIPLY0_331 (ref1,joint->node[0].body->posr.R,joint->reference1);
  if (joint->node[1].body) {
    dMULTIPLY0_331 (ref2,joint->node[1].body->posr.R,joint->reference2);
  }
  else {
    ref2[0] = joint->reference2[0];
    ref2[1] = joint->reference2[1];
    ref2[2] = joint->reference2[2];
  }

  // get q perpendicular to both ax[0] and ref1, get first euler angle
  dVector3 q;
  dCROSS (q,=,ax[0],ref1);
  joint->angle[0] = -dArcTan2 (dDOT(ax[2],q),dDOT(ax[2],ref1));

  // get q perpendicular to both ax[0] and ax[1], get second euler angle
  dCROSS (q,=,ax[0],ax[1]);
  joint->angle[1] = -dArcTan2 (dDOT(ax[2],ax[0]),dDOT(ax[2],q));

  // get q perpendicular to both ax[1] and ax[2], get third euler angle
  dCROSS (q,=,ax[1],ax[2]);
  joint->angle[2] = -dArcTan2 (dDOT(ref2,ax[1]), dDOT(ref2,q));
}


// set the reference vectors as follows:
//   * reference1 = current axis[2] relative to body 1
//   * reference2 = current axis[0] relative to body 2
// this assumes that:
//    * axis[0] is relative to body 1
//    * axis[2] is relative to body 2

static void amotorSetEulerReferenceVectors (dxJointAMotor *j)
{
  if (j->node[0].body && j->node[1].body) {
    dVector3 r;		// axis[2] and axis[0] in global coordinates
    dMULTIPLY0_331 (r,j->node[1].body->posr.R,j->axis[2]);
    dMULTIPLY1_331 (j->reference1,j->node[0].body->posr.R,r);
    dMULTIPLY0_331 (r,j->node[0].body->posr.R,j->axis[0]);
    dMULTIPLY1_331 (j->reference2,j->node[1].body->posr.R,r);
  }

  else {   // jds
    // else if (j->node[0].body) {
    // dMULTIPLY1_331 (j->reference1,j->node[0].body->posr.R,j->axis[2]);
    // dMULTIPLY0_331 (j->reference2,j->node[0].body->posr.R,j->axis[0]);

    // We want to handle angular motors attached to passive geoms
    dVector3 r;		// axis[2] and axis[0] in global coordinates
    r[0] = j->axis[2][0]; r[1] = j->axis[2][1]; r[2] = j->axis[2][2]; r[3] = j->axis[2][3];
    dMULTIPLY1_331 (j->reference1,j->node[0].body->posr.R,r);
    dMULTIPLY0_331 (r,j->node[0].body->posr.R,j->axis[0]);
    j->reference2[0] += r[0]; j->reference2[1] += r[1];
    j->reference2[2] += r[2]; j->reference2[3] += r[3];
  }
}


static void amotorGetInfo1 (dxJointAMotor *j, dxJoint::Info1 *info)
{
  info->m = 0;
  info->nub = 0;

  // compute the axes and angles, if in euler mode
  if (j->mode == dAMotorEuler) {
    dVector3 ax[3];
    amotorComputeGlobalAxes (j,ax);
    amotorComputeEulerAngles (j,ax);
  }

  // see if we're powered or at a joint limit for each axis
  for (int i=0; i < j->num; i++) {
    if (j->limot[i].testRotationalLimit (j->angle[i]) ||
	j->limot[i].fmax > 0) {
      info->m++;
    }
  }
}


static void amotorGetInfo2 (dxJointAMotor *joint, dxJoint::Info2 *info)
{
  int i;

  // compute the axes (if not global)
  dVector3 ax[3];
  amotorComputeGlobalAxes (joint,ax);

  // in euler angle mode we do not actually constrain the angular velocity
  // along the axes axis[0] and axis[2] (although we do use axis[1]) :
  //
  //    to get			constrain w2-w1 along		...not
  //    ------			---------------------		------
  //    d(angle[0])/dt = 0	ax[1] x ax[2]			ax[0]
  //    d(angle[1])/dt = 0	ax[1]
  //    d(angle[2])/dt = 0	ax[0] x ax[1]			ax[2]
  //
  // constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0.
  // to prove the result for angle[0], write the expression for angle[0] from
  // GetInfo1 then take the derivative. to prove this for angle[2] it is
  // easier to take the euler rate expression for d(angle[2])/dt with respect
  // to the components of w and set that to 0.

  dVector3 *axptr[3];
  axptr[0] = &ax[0];
  axptr[1] = &ax[1];
  axptr[2] = &ax[2];

  dVector3 ax0_cross_ax1;
  dVector3 ax1_cross_ax2;
  if (joint->mode == dAMotorEuler) {
    dCROSS (ax0_cross_ax1,=,ax[0],ax[1]);
    axptr[2] = &ax0_cross_ax1;
    dCROSS (ax1_cross_ax2,=,ax[1],ax[2]);
    axptr[0] = &ax1_cross_ax2;
  }

  int row=0;
  for (i=0; i < joint->num; i++) {
    row += joint->limot[i].addLimot (joint,info,row,*(axptr[i]),1);
  }
}


EXPORT_C void dJointSetAMotorNumAxes (dJointID j, int num)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  if (joint->mode == dAMotorEuler) {
    joint->num = 3;
  }
  else {
    if (num < 0) num = 0;
    if (num > 3) num = 3;
    joint->num = num;
  }
}


EXPORT_C void dJointSetAMotorAxis (dJointID j, int anum, int rel, dReal x, dReal y, dReal z)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;

  // adjust rel to match the internal body order
  if (!joint->node[1].body && rel==2) rel = 1;

  joint->rel[anum] = rel;

  // x,y,z is always in global coordinates regardless of rel, so we may have
  // to convert it to be relative to a body
  dVector3 r;
  r[0] = x;
  r[1] = y;
  r[2] = z;
  r[3] = 0;
  if (rel > 0) {
    if (rel==1) {
      dMULTIPLY1_331 (joint->axis[anum],joint->node[0].body->posr.R,r);
    }
    else {
      // don't assert; handle the case of attachment to a bodiless geom
      if (joint->node[1].body) {   // jds
      dMULTIPLY1_331 (joint->axis[anum],joint->node[1].body->posr.R,r);
    }
      else {
	joint->axis[anum][0] = r[0]; joint->axis[anum][1] = r[1];
	joint->axis[anum][2] = r[2]; joint->axis[anum][3] = r[3];
      }
    }
  }
  else {
    joint->axis[anum][0] = r[0];
    joint->axis[anum][1] = r[1];
    joint->axis[anum][2] = r[2];
  }
  dNormalize3 (joint->axis[anum]);
  if (joint->mode == dAMotorEuler) amotorSetEulerReferenceVectors (joint);
}


EXPORT_C void dJointSetAMotorAngle (dJointID j, int anum, dReal angle)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  if (joint->mode == dAMotorUser) {
    if (anum < 0) anum = 0;
    if (anum > 3) anum = 3;
    joint->angle[anum] = angle;
  }
}


EXPORT_C void dJointSetAMotorParam (dJointID j, int parameter, dReal value)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  int anum = parameter >> 8;
  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;
  parameter &= 0xff;
  joint->limot[anum].set (parameter, value);
}


EXPORT_C void dJointSetAMotorMode (dJointID j, int mode)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  joint->mode = mode;
  if (joint->mode == dAMotorEuler) {
    joint->num = 3;
    amotorSetEulerReferenceVectors (joint);
  }
}


EXPORT_C int dJointGetAMotorNumAxes (dJointID j)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  return joint->num;
}


EXPORT_C void dJointGetAMotorAxis (dJointID j, int anum, dVector3 result)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;
  if (joint->rel[anum] > 0) {
    if (joint->rel[anum]==1) {
      dMULTIPLY0_331 (result,joint->node[0].body->posr.R,joint->axis[anum]);
    }
    else {
      if (joint->node[1].body) {   // jds
      dMULTIPLY0_331 (result,joint->node[1].body->posr.R,joint->axis[anum]);
      }
      else {
	result[0] = joint->axis[anum][0]; result[1] = joint->axis[anum][1];
	result[2] = joint->axis[anum][2]; result[3] = joint->axis[anum][3];
      }
    }
  }
  else {
    result[0] = joint->axis[anum][0];
    result[1] = joint->axis[anum][1];
    result[2] = joint->axis[anum][2];
  }
}


EXPORT_C int dJointGetAMotorAxisRel (dJointID j, int anum)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;
  return joint->rel[anum];
}


EXPORT_C dReal dJointGetAMotorAngle (dJointID j, int anum)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  if (anum < 0) anum = 0;
  if (anum > 3) anum = 3;
  return joint->angle[anum];
}


EXPORT_C dReal dJointGetAMotorAngleRate (dJointID /*j*/, int /*anum*/)
{
  // @@@
  return 0;
}


EXPORT_C dReal dJointGetAMotorParam (dJointID j, int parameter)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  int anum = parameter >> 8;
  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;
  parameter &= 0xff;
  return joint->limot[anum].get (parameter);
}


EXPORT_C int dJointGetAMotorMode (dJointID j)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;

  return joint->mode;
}


EXPORT_C void dJointAddAMotorTorques (dJointID j, dReal torque1, dReal torque2, dReal torque3)
{
  dxJointAMotor* joint = (dxJointAMotor*)j;
  dVector3 axes[3];


  if (joint->num == 0)
    return;


  amotorComputeGlobalAxes (joint,axes);
  axes[0][0] = dMUL(axes[0][0],torque1);
  axes[0][1] = dMUL(axes[0][1],torque1);
  axes[0][2] = dMUL(axes[0][2],torque1);
  if (joint->num >= 2) {
    axes[0][0] += dMUL(axes[1][0],torque2);
    axes[0][1] += dMUL(axes[1][1],torque2);
    axes[0][2] += dMUL(axes[1][2],torque2);
    if (joint->num >= 3) {
      axes[0][0] += dMUL(axes[2][0],torque3);
      axes[0][1] += dMUL(axes[2][1],torque3);
      axes[0][2] += dMUL(axes[2][2],torque3);
    }
  }

  if (joint->node[0].body != 0)
    dBodyAddTorque (joint->node[0].body,axes[0][0],axes[0][1],axes[0][2]);
  if (joint->node[1].body != 0)
    dBodyAddTorque(joint->node[1].body, -axes[0][0], -axes[0][1], -axes[0][2]);
}


dxJoint::Vtable __damotor_vtable = {
  sizeof(dxJointAMotor),
  (dxJoint::init_fn*) amotorInit,
  (dxJoint::getInfo1_fn*) amotorGetInfo1,
  (dxJoint::getInfo2_fn*) amotorGetInfo2,
  dJointTypeAMotor};



//****************************************************************************
// lmotor joint
static void lmotorInit (dxJointLMotor *j)
{
  int i;
  j->num = 0;
  for (i=0;i<3;i++) {
    dSetZero(j->axis[i],4);
    j->limot[i].init(j->world);
  }
}

static void lmotorComputeGlobalAxes (dxJointLMotor *joint, dVector3 ax[3])
{
  for (int i=0; i< joint->num; i++) {
    if (joint->rel[i] == 1) {
      dMULTIPLY0_331 (ax[i],joint->node[0].body->posr.R,joint->axis[i]);
    }
    else if (joint->rel[i] == 2) {
      if (joint->node[1].body) {   // jds: don't assert, just ignore
        dMULTIPLY0_331 (ax[i],joint->node[1].body->posr.R,joint->axis[i]);
      }
    } else {
      ax[i][0] = joint->axis[i][0];
      ax[i][1] = joint->axis[i][1];
      ax[i][2] = joint->axis[i][2];
    }
  }
}

static void lmotorGetInfo1 (dxJointLMotor *j, dxJoint::Info1 *info)
{
  info->m = 0;
  info->nub = 0;
  for (int i=0; i < j->num; i++) {
    if (j->limot[i].fmax > 0) {
      info->m++;
    }
  }
}

static void lmotorGetInfo2 (dxJointLMotor *joint, dxJoint::Info2 *info)
{
  int row=0;
  dVector3 ax[3];
  lmotorComputeGlobalAxes(joint, ax);

  for (int i=0;i<joint->num;i++) {
    row += joint->limot[i].addLimot(joint,info,row,ax[i], 0);
  }
}

EXPORT_C void dJointSetLMotorAxis (dJointID j, int anum, int rel, dReal x, dReal y, dReal z)
{
  dxJointLMotor* joint = (dxJointLMotor*)j;
//for now we are ignoring rel!

  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;

  if (!joint->node[1].body && rel==2) rel = 1; //ref 1

  joint->rel[anum] = rel;

  dVector3 r;
  r[0] = x;
  r[1] = y;
  r[2] = z;
  r[3] = 0;
  if (rel > 0) {
    if (rel==1) {
      dMULTIPLY1_331 (joint->axis[anum],joint->node[0].body->posr.R,r);
	} else {
	  //second body has to exists thanks to ref 1 line
      dMULTIPLY1_331 (joint->axis[anum],joint->node[1].body->posr.R,r);
	}
  } else {
    joint->axis[anum][0] = r[0];
    joint->axis[anum][1] = r[1];
    joint->axis[anum][2] = r[2];
  }

  dNormalize3 (joint->axis[anum]);
}

EXPORT_C void dJointSetLMotorNumAxes (dJointID j, int num)
{
  dxJointLMotor* joint = (dxJointLMotor*)j;

  if (num < 0) num = 0;
  if (num > 3) num = 3;
  joint->num = num;
}

EXPORT_C void dJointSetLMotorParam (dJointID j, int parameter, dReal value)
{
  dxJointLMotor* joint = (dxJointLMotor*)j;

  int anum = parameter >> 8;
  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;
  parameter &= 0xff;
  joint->limot[anum].set (parameter, value);
}

EXPORT_C int dJointGetLMotorNumAxes (dJointID j)
{
  dxJointLMotor* joint = (dxJointLMotor*)j;

  return joint->num;
}


EXPORT_C void dJointGetLMotorAxis (dJointID j, int anum, dVector3 result)
{
  dxJointLMotor* joint = (dxJointLMotor*)j;

  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;
  result[0] = joint->axis[anum][0];
  result[1] = joint->axis[anum][1];
  result[2] = joint->axis[anum][2];
}

EXPORT_C dReal dJointGetLMotorParam (dJointID j, int parameter)
{
  dxJointLMotor* joint = (dxJointLMotor*)j;

  int anum = parameter >> 8;
  if (anum < 0) anum = 0;
  if (anum > 2) anum = 2;
  parameter &= 0xff;
  return joint->limot[anum].get (parameter);
}

dxJoint::Vtable __dlmotor_vtable = {
  sizeof(dxJointLMotor),
	(dxJoint::init_fn*) lmotorInit,
	(dxJoint::getInfo1_fn*) lmotorGetInfo1,
	(dxJoint::getInfo2_fn*) lmotorGetInfo2,
	dJointTypeLMotor
};


//****************************************************************************
// fixed joint

static void fixedInit (dxJointFixed *j)
{
  dSetZero (j->offset,4);
  dSetZero (j->qrel,4);
}


static void fixedGetInfo1 (dxJointFixed */*j*/, dxJoint::Info1 *info)
{
  info->m = 6;
  info->nub = 6;
}


static void fixedGetInfo2 (dxJointFixed *joint, dxJoint::Info2 *info)
{
  int s = info->rowskip;

  // Three rows for orientation
  setFixedOrientation(joint, info, joint->qrel, 3);

  // Three rows for position.
  // set jacobian
  info->J1l[0] = REAL(1.0);
  info->J1l[s+1] = REAL(1.0);
  info->J1l[2*s+2] = REAL(1.0);

  dVector3 ofs;
  dMULTIPLY0_331 (ofs,joint->node[0].body->posr.R,joint->offset);
  if (joint->node[1].body) {
    dCROSSMAT (info->J1a,ofs,s,+,-);
    info->J2l[0] = REAL(-1.0);
    info->J2l[s+1] = REAL(-1.0);
    info->J2l[2*s+2] = REAL(-1.0);
  }

  // set right hand side for the first three rows (linear)
  dReal k = dMUL(info->fps,info->erp);
  if (joint->node[1].body) {
    for (int j=0; j<3; j++)
      info->c[j] = dMUL(k,(joint->node[1].body->posr.pos[j] -
			joint->node[0].body->posr.pos[j] + ofs[j]));
  }
  else {
    for (int j=0; j<3; j++)
      info->c[j] = dMUL(k,(joint->offset[j] - joint->node[0].body->posr.pos[j]));
  }
}


EXPORT_C void dJointSetFixed (dJointID j)
{
  dxJointFixed* joint = (dxJointFixed*)j;

  int i;

  // This code is taken from sJointSetSliderAxis(), we should really put the
  // common code in its own function.
  // compute the offset between the bodies
  if (joint->node[0].body) {
    if (joint->node[1].body) {
      dQMultiply1 (joint->qrel,joint->node[0].body->q,joint->node[1].body->q);
      dReal ofs[4];
      for (i=0; i<4; i++) ofs[i] = joint->node[0].body->posr.pos[i];
      for (i=0; i<4; i++) ofs[i] -= joint->node[1].body->posr.pos[i];
      dMULTIPLY1_331 (joint->offset,joint->node[0].body->posr.R,ofs);
    }
    else {
      // set joint->qrel to the transpose of the first body's q
      joint->qrel[0] = joint->node[0].body->q[0];
      for (i=1; i<4; i++) joint->qrel[i] = -joint->node[0].body->q[i];
      for (i=0; i<4; i++) joint->offset[i] = joint->node[0].body->posr.pos[i];
    }
  }
}


dxJoint::Vtable __dfixed_vtable = {
  sizeof(dxJointFixed),
  (dxJoint::init_fn*) fixedInit,
  (dxJoint::getInfo1_fn*) fixedGetInfo1,
  (dxJoint::getInfo2_fn*) fixedGetInfo2,
  dJointTypeFixed};

//****************************************************************************
// null joint

static void nullGetInfo1 (dxJointNull */*j*/, dxJoint::Info1 *info)
{
  info->m = 0;
  info->nub = 0;
}


static void nullGetInfo2 (dxJointNull */*joint*/, dxJoint::Info2 */*info*/)
{

}


dxJoint::Vtable __dnull_vtable = {
  sizeof(dxJointNull),
  (dxJoint::init_fn*) 0,
  (dxJoint::getInfo1_fn*) nullGetInfo1,
  (dxJoint::getInfo2_fn*) nullGetInfo2,
  dJointTypeNull};




/*
    This code is part of the Plane2D ODE joint
    by psero@gmx.de
    Wed Apr 23 18:53:43 CEST 2003

    Add this code to the file: ode/src/joint.cpp
*/


# define        VoXYZ(v1, o1, x, y, z) \
                    ( \
                        (v1)[0] o1 (x), \
                        (v1)[1] o1 (y), \
                        (v1)[2] o1 (z)  \
                    )

static const dReal   Midentity[3][3] =
                {
                    {   REAL(1.0),  0,  0   },
                    {   0,  REAL(1.0),  0   },
                    {   0,  0,  REAL(1.0),  }
                };



static void     plane2dInit (dxJointPlane2D *j)
/*********************************************/
{
    /* MINFO ("plane2dInit ()"); */
    j->motor_x.init (j->world);
    j->motor_y.init (j->world);
    j->motor_angle.init (j->world);
}



static void     plane2dGetInfo1 (dxJointPlane2D *j, dxJoint::Info1 *info)
/***********************************************************************/
{
  /* MINFO ("plane2dGetInfo1 ()"); */

  info->nub = 3;
  info->m = 3;

  if (j->motor_x.fmax > 0)
      j->row_motor_x = info->m ++;
  if (j->motor_y.fmax > 0)
      j->row_motor_y = info->m ++;
  if (j->motor_angle.fmax > 0)
      j->row_motor_angle = info->m ++;
}



static void     plane2dGetInfo2 (dxJointPlane2D *joint, dxJoint::Info2 *info)
/***************************************************************************/
{
    int         r0 = 0,
                r1 = info->rowskip,
                r2 = 2 * r1;
    dReal       eps = dMUL(info->fps,info->erp);

    /* MINFO ("plane2dGetInfo2 ()"); */

/*
    v = v1, w = omega1
    (v2, omega2 not important (== static environment))

    constraint equations:
        xz = 0
        wx = 0
        wy = 0

    <=> ( 0 0 1 ) (vx)   ( 0 0 0 ) (wx)   ( 0 )
        ( 0 0 0 ) (vy) + ( 1 0 0 ) (wy) = ( 0 )
        ( 0 0 0 ) (vz)   ( 0 1 0 ) (wz)   ( 0 )
        J1/J1l           Omega1/J1a
*/

    // fill in linear and angular coeff. for left hand side:

    VoXYZ (&info->J1l[r0], =, 0, 0, REAL(1.0));
    VoXYZ (&info->J1l[r1], =, 0, 0, 0);
    VoXYZ (&info->J1l[r2], =, 0, 0, 0);

    VoXYZ (&info->J1a[r0], =, 0, 0, 0);
    VoXYZ (&info->J1a[r1], =, REAL(1.0), 0, 0);
    VoXYZ (&info->J1a[r2], =, 0, REAL(1.0), 0);

    // error correction (against drift):

    // a) linear vz, so that z (== pos[2]) == 0
    info->c[0] = dMUL(eps,-joint->node[0].body->posr.pos[2]);


    // if the slider is powered, or has joint limits, add in the extra row:

    if (joint->row_motor_x > 0)
        joint->motor_x.addLimot (
            joint, info, joint->row_motor_x, Midentity[0], 0);

    if (joint->row_motor_y > 0)
        joint->motor_y.addLimot (
            joint, info, joint->row_motor_y, Midentity[1], 0);

    if (joint->row_motor_angle > 0)
        joint->motor_angle.addLimot (
            joint, info, joint->row_motor_angle, Midentity[2], 1);
}



dxJoint::Vtable __dplane2d_vtable =
{
  sizeof (dxJointPlane2D),
  (dxJoint::init_fn*) plane2dInit,
  (dxJoint::getInfo1_fn*) plane2dGetInfo1,
  (dxJoint::getInfo2_fn*) plane2dGetInfo2,
  dJointTypePlane2D
};


EXPORT_C void dJointSetPlane2DXParam (dxJoint *joint,
                      int parameter, dReal value)
{

	dxJointPlane2D* joint2d = (dxJointPlane2D*)( joint );
	joint2d->motor_x.set (parameter, value);
}


EXPORT_C void dJointSetPlane2DYParam (dxJoint *joint,
                      int parameter, dReal value)
{

	dxJointPlane2D* joint2d = (dxJointPlane2D*)( joint );
	joint2d->motor_y.set (parameter, value);
}



EXPORT_C void dJointSetPlane2DAngleParam (dxJoint *joint,
                      int parameter, dReal value)
{

	dxJointPlane2D* joint2d = (dxJointPlane2D*)( joint );
	joint2d->motor_angle.set (parameter, value);
}