classicui_plat/ode_api/inc/objects.h
changeset 0 2f259fa3e83a
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/classicui_plat/ode_api/inc/objects.h	Tue Feb 02 01:00:49 2010 +0200
@@ -0,0 +1,1941 @@
+/*************************************************************************
+ *                                                                       *
+ * 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.                     *
+ *                                                                       *
+ *************************************************************************/
+
+#ifndef _ODE_OBJECTS_H_
+#define _ODE_OBJECTS_H_
+
+#include <ode/common.h>
+#include <ode/mass.h>
+#include <ode/contact.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * @defgroup world World
+ *
+ * The world object is a container for rigid bodies and joints. Objects in
+ * different worlds can not interact, for example rigid bodies from two
+ * different worlds can not collide.
+ *
+ * All the objects in a world exist at the same point in time, thus one
+ * reason to use separate worlds is to simulate systems at different rates.
+ * Most applications will only need one world.
+ */
+
+
+/**
+ * @brief Create a new, empty world and return its ID number.
+ * @return an identifier
+ * @ingroup world
+ */
+ODE_API IMPORT_C dWorldID dWorldCreate(void);
+
+
+/**
+ * @brief Destroy a world and everything in it.
+ *
+ * This includes all bodies, and all joints that are not part of a joint
+ * group. Joints that are part of a joint group will be deactivated, and
+ * can be destroyed by calling, for example, dJointGroupEmpty().
+ * @ingroup world
+ * @param world the identifier for the world the be destroyed.
+ */
+ODE_API IMPORT_C void dWorldDestroy (dWorldID world);
+
+
+/**
+ * @brief Set the world's global gravity vector.
+ *
+ * The units are m/s^2, so Earth's gravity vector would be (0,0,-9.81),
+ * assuming that +z is up. The default is no gravity, i.e. (0,0,0).
+ *
+ * @ingroup world
+ */
+ODE_API IMPORT_C void dWorldSetGravity (dWorldID, dReal x, dReal y, dReal z);
+
+
+/**
+ * @brief Get the gravity vector for a given world.
+ * @ingroup world
+ */
+ODE_API IMPORT_C void dWorldGetGravity (dWorldID, dVector3 gravity);
+
+
+/**
+ * @brief Set the global ERP value, that controls how much error
+ * correction is performed in each time step.
+ * @ingroup world
+ * @param dWorldID the identifier of the world.
+ * @param erp Typical values are in the range 0.1--0.8. The default is 0.2.
+ */
+ODE_API IMPORT_C void dWorldSetERP (dWorldID, dReal erp);
+
+/**
+ * @brief Get the error reduction parameter.
+ * @ingroup world
+ * @return ERP value
+ */
+ODE_API IMPORT_C dReal dWorldGetERP (dWorldID);
+
+
+/**
+ * @brief Set the global CFM (constraint force mixing) value.
+ * @ingroup world
+ * @param cfm Typical values are in the range @m{10^{-9}} -- 1.
+ * The default is 10^-5 if single precision is being used, or 10^-10
+ * if double precision is being used.
+ */
+ODE_API IMPORT_C void dWorldSetCFM (dWorldID, dReal cfm);
+
+/**
+ * @brief Get the constraint force mixing value.
+ * @ingroup world
+ * @return CFM value
+ */
+ODE_API IMPORT_C dReal dWorldGetCFM (dWorldID);
+
+
+/**
+ * @brief Step the world.
+ *
+ * This uses a "big matrix" method that takes time on the order of m^3
+ * and memory on the order of m^2, where m is the total number of constraint
+ * rows. For large systems this will use a lot of memory and can be very slow,
+ * but this is currently the most accurate method.
+ * @ingroup world
+ * @param stepsize The number of seconds that the simulation has to advance.
+ */
+ODE_API IMPORT_C void dWorldStep (dWorldID, dReal stepsize);
+
+
+/**
+ * @brief Converts an impulse to a force.
+ * @ingroup world
+ * @remarks
+ * If you want to apply a linear or angular impulse to a rigid body,
+ * instead of a force or a torque, then you can use this function to convert
+ * the desired impulse into a force/torque vector before calling the
+ * BodyAdd... function.
+ * The current algorithm simply scales the impulse by 1/stepsize,
+ * where stepsize is the step size for the next step that will be taken.
+ * This function is given a dWorldID because, in the future, the force
+ * computation may depend on integrator parameters that are set as
+ * properties of the world.
+ */
+ODE_API IMPORT_C void dWorldImpulseToForce
+(
+  dWorldID, dReal stepsize,
+  dReal ix, dReal iy, dReal iz, dVector3 force
+);
+
+
+/**
+ * @brief Step the world.
+ * @ingroup world
+ * @remarks
+ * This uses an iterative method that takes time on the order of m*N
+ * and memory on the order of m, where m is the total number of constraint
+ * rows N is the number of iterations.
+ * For large systems this is a lot faster than dWorldStep(),
+ * but it is less accurate.
+ * @remarks
+ * QuickStep is great for stacks of objects especially when the
+ * auto-disable feature is used as well.
+ * However, it has poor accuracy for near-singular systems.
+ * Near-singular systems can occur when using high-friction contacts, motors,
+ * or certain articulated structures. For example, a robot with multiple legs
+ * sitting on the ground may be near-singular.
+ * @remarks
+ * There are ways to help overcome QuickStep's inaccuracy problems:
+ * \li Increase CFM.
+ * \li Reduce the number of contacts in your system (e.g. use the minimum
+ *     number of contacts for the feet of a robot or creature).
+ * \li Don't use excessive friction in the contacts.
+ * \li Use contact slip if appropriate
+ * \li Avoid kinematic loops (however, kinematic loops are inevitable in
+ *     legged creatures).
+ * \li Don't use excessive motor strength.
+ * \liUse force-based motors instead of velocity-based motors.
+ *
+ * Increasing the number of QuickStep iterations may help a little bit, but
+ * it is not going to help much if your system is really near singular.
+ */
+ODE_API IMPORT_C void dWorldQuickStep (dWorldID w, dReal stepsize);
+
+
+/**
+ * @brief Set the number of iterations that the QuickStep method performs per
+ *        step.
+ * @ingroup world
+ * @remarks
+ * More iterations will give a more accurate solution, but will take
+ * longer to compute.
+ * @param num The default is 20 iterations.
+ */
+ODE_API IMPORT_C void dWorldSetQuickStepNumIterations (dWorldID, int num);
+
+
+/**
+ * @brief Get the number of iterations that the QuickStep method performs per
+ *        step.
+ * @ingroup world
+ * @return nr of iterations
+ */
+ODE_API IMPORT_C int dWorldGetQuickStepNumIterations (dWorldID);
+
+/**
+ * @brief Set the SOR over-relaxation parameter
+ * @ingroup world
+ * @param over_relaxation value to use by SOR
+ */
+ODE_API IMPORT_C void dWorldSetQuickStepW (dWorldID, dReal over_relaxation);
+
+/**
+ * @brief Get the SOR over-relaxation parameter
+ * @ingroup world
+ * @returns the over-relaxation setting
+ */
+ODE_API IMPORT_C dReal dWorldGetQuickStepW (dWorldID);
+
+/* World contact parameter functions */
+
+/**
+ * @brief Set the maximum correcting velocity that contacts are allowed
+ * to generate.
+ * @ingroup world
+ * @param vel The default value is infinity (i.e. no limit).
+ * @remarks
+ * Reducing this value can help prevent "popping" of deeply embedded objects.
+ */
+ODE_API IMPORT_C void dWorldSetContactMaxCorrectingVel (dWorldID, dReal vel);
+
+/**
+ * @brief Get the maximum correcting velocity that contacts are allowed
+ * to generated.
+ * @ingroup world
+ */
+ODE_API IMPORT_C dReal dWorldGetContactMaxCorrectingVel (dWorldID);
+
+/**
+ * @brief Set the depth of the surface layer around all geometry objects.
+ * @ingroup world
+ * @remarks
+ * Contacts are allowed to sink into the surface layer up to the given
+ * depth before coming to rest.
+ * @param depth The default value is zero.
+ * @remarks
+ * Increasing this to some small value (e.g. 0.001) can help prevent
+ * jittering problems due to contacts being repeatedly made and broken.
+ */
+ODE_API IMPORT_C void dWorldSetContactSurfaceLayer (dWorldID, dReal depth);
+
+/**
+ * @brief Get the depth of the surface layer around all geometry objects.
+ * @ingroup world
+ * @returns the depth
+ */
+ODE_API IMPORT_C dReal dWorldGetContactSurfaceLayer (dWorldID);
+
+/* StepFast1 functions */
+
+/**
+ * @brief Step the world using the StepFast1 algorithm.
+ * @param stepsize the nr of seconds to advance the simulation.
+ * @param maxiterations The number of iterations to perform.
+ * @ingroup world
+ */
+ODE_API IMPORT_C void dWorldStepFast1(dWorldID, dReal stepsize, int maxiterations);
+
+
+/**
+ * @defgroup disable Automatic Enabling and Disabling
+ *
+ * Every body can be enabled or disabled. Enabled bodies participate in the
+ * simulation, while disabled bodies are turned off and do not get updated
+ * during a simulation step. New bodies are always created in the enabled state.
+ *
+ * A disabled body that is connected through a joint to an enabled body will be
+ * automatically re-enabled at the next simulation step.
+ *
+ * Disabled bodies do not consume CPU time, therefore to speed up the simulation
+ * bodies should be disabled when they come to rest. This can be done automatically
+ * with the auto-disable feature.
+ *
+ * If a body has its auto-disable flag turned on, it will automatically disable
+ * itself when
+ *   @li It has been idle for a given number of simulation steps.
+ *   @li It has also been idle for a given amount of simulation time.
+ *
+ * A body is considered to be idle when the magnitudes of both its
+ * linear average velocity and angular average velocity are below given thresholds.
+ * The sample size for the average defaults to one and can be disabled by setting
+ * to zero with 
+ *
+ * Thus, every body has six auto-disable parameters: an enabled flag, a idle step
+ * count, an idle time, linear/angular average velocity thresholds, and the
+ * average samples count.
+ *
+ * Newly created bodies get these parameters from world.
+ */
+
+/**
+ * @brief Set the AutoEnableDepth parameter used by the StepFast1 algorithm.
+ * @ingroup disable
+ */
+ODE_API IMPORT_C void dWorldSetAutoEnableDepthSF1(dWorldID, int autoEnableDepth);
+
+/**
+ * @brief Get the AutoEnableDepth parameter used by the StepFast1 algorithm.
+ * @ingroup disable
+ */
+ODE_API IMPORT_C int dWorldGetAutoEnableDepthSF1(dWorldID);
+
+/**
+ * @brief Get auto disable linear threshold for newly created bodies.
+ * @ingroup disable
+ * @return the threshold
+ */
+ODE_API IMPORT_C dReal dWorldGetAutoDisableLinearThreshold (dWorldID);
+
+/**
+ * @brief Set auto disable linear threshold for newly created bodies.
+ * @param linear_threshold default is 0.01
+ * @ingroup disable
+ */
+ODE_API IMPORT_C void  dWorldSetAutoDisableLinearThreshold (dWorldID, dReal linear_threshold);
+
+/**
+ * @brief Get auto disable angular threshold for newly created bodies.
+ * @ingroup disable
+ * @return the threshold
+ */
+ODE_API IMPORT_C dReal dWorldGetAutoDisableAngularThreshold (dWorldID);
+
+/**
+ * @brief Set auto disable angular threshold for newly created bodies.
+ * @param linear_threshold default is 0.01
+ * @ingroup disable
+ */
+ODE_API IMPORT_C void dWorldSetAutoDisableAngularThreshold (dWorldID, dReal angular_threshold);
+
+/**
+ * @brief Get auto disable linear average threshold for newly created bodies.
+ * @ingroup disable
+ * @return the threshold
+ */
+ODE_API dReal dWorldGetAutoDisableLinearAverageThreshold (dWorldID);
+
+/**
+ * @brief Set auto disable linear average threshold for newly created bodies.
+ * @param linear_average_threshold default is 0.01
+ * @ingroup disable
+ */
+ODE_API void  dWorldSetAutoDisableLinearAverageThreshold (dWorldID, dReal linear_average_threshold);
+
+/**
+ * @brief Get auto disable angular average threshold for newly created bodies.
+ * @ingroup disable
+ * @return the threshold
+ */
+ODE_API dReal dWorldGetAutoDisableAngularAverageThreshold (dWorldID);
+
+/**
+ * @brief Set auto disable angular average threshold for newly created bodies.
+ * @param linear_average_threshold default is 0.01
+ * @ingroup disable
+ */
+ODE_API void dWorldSetAutoDisableAngularAverageThreshold (dWorldID, dReal angular_average_threshold);
+
+/**
+ * @brief Get auto disable sample count for newly created bodies.
+ * @ingroup disable
+ * @return number of samples used
+ */
+ODE_API IMPORT_C int dWorldGetAutoDisableAverageSamplesCount (dWorldID);
+
+/**
+ * @brief Set auto disable average sample count for newly created bodies.
+ * @ingroup disable
+ * @param average_samples_count Default is 1, meaning only instantaneous velocity is used.
+ * Set to zero to disable sampling and thus prevent any body from auto-disabling.
+ */
+ODE_API IMPORT_C void dWorldSetAutoDisableAverageSamplesCount (dWorldID, unsigned int average_samples_count );
+
+/**
+ * @brief Get auto disable steps for newly created bodies.
+ * @ingroup disable
+ * @return nr of steps
+ */
+ODE_API IMPORT_C int dWorldGetAutoDisableSteps (dWorldID);
+
+/**
+ * @brief Set auto disable steps for newly created bodies.
+ * @ingroup disable
+ * @param steps default is 10
+ */
+ODE_API IMPORT_C void dWorldSetAutoDisableSteps (dWorldID, int steps);
+
+/**
+ * @brief Get auto disable time for newly created bodies.
+ * @ingroup disable
+ * @return nr of seconds
+ */
+ODE_API IMPORT_C dReal dWorldGetAutoDisableTime (dWorldID);
+
+/**
+ * @brief Set auto disable time for newly created bodies.
+ * @ingroup disable
+ * @param time default is 0 seconds
+ */
+ODE_API IMPORT_C void dWorldSetAutoDisableTime (dWorldID, dReal time);
+
+/**
+ * @brief Get auto disable flag for newly created bodies.
+ * @ingroup disable
+ * @return 0 or 1
+ */
+ODE_API IMPORT_C int dWorldGetAutoDisableFlag (dWorldID);
+
+/**
+ * @brief Set auto disable flag for newly created bodies.
+ * @ingroup disable
+ * @param do_auto_disable default is false.
+ */
+ODE_API IMPORT_C void dWorldSetAutoDisableFlag (dWorldID, int do_auto_disable);
+
+
+
+/**
+ * @defgroup bodies Rigid Bodies
+ *
+ * A rigid body has various properties from the point of view of the
+ * simulation. Some properties change over time:
+ *
+ *  @li Position vector (x,y,z) of the body's point of reference.
+ *      Currently the point of reference must correspond to the body's center of mass.
+ *  @li Linear velocity of the point of reference, a vector (vx,vy,vz).
+ *  @li Orientation of a body, represented by a quaternion (qs,qx,qy,qz) or
+ *      a 3x3 rotation matrix.
+ *  @li Angular velocity vector (wx,wy,wz) which describes how the orientation
+ *      changes over time.
+ *
+ * Other body properties are usually constant over time:
+ *
+ *  @li Mass of the body.
+ *  @li Position of the center of mass with respect to the point of reference.
+ *      In the current implementation the center of mass and the point of
+ *      reference must coincide.
+ *  @li Inertia matrix. This is a 3x3 matrix that describes how the body's mass
+ *      is distributed around the center of mass. Conceptually each body has an
+ *      x-y-z coordinate frame embedded in it that moves and rotates with the body.
+ *
+ * The origin of this coordinate frame is the body's point of reference. Some values
+ * in ODE (vectors, matrices etc) are relative to the body coordinate frame, and others
+ * are relative to the global coordinate frame.
+ *
+ * Note that the shape of a rigid body is not a dynamical property (except insofar as
+ * it influences the various mass properties). It is only collision detection that cares
+ * about the detailed shape of the body.
+ */
+
+
+/**
+ * @brief Get auto disable linear average threshold.
+ * @ingroup bodies
+ * @return the threshold
+ */
+ODE_API IMPORT_C dReal dBodyGetAutoDisableLinearThreshold (dBodyID);
+
+/**
+ * @brief Set auto disable linear average threshold.
+ * @ingroup bodies
+ * @return the threshold
+ */
+ODE_API IMPORT_C void  dBodySetAutoDisableLinearThreshold (dBodyID, dReal linear_average_threshold);
+
+/**
+ * @brief Get auto disable angular average threshold.
+ * @ingroup bodies
+ * @return the threshold
+ */
+ODE_API IMPORT_C dReal dBodyGetAutoDisableAngularThreshold (dBodyID);
+
+/**
+ * @brief Set auto disable angular average threshold.
+ * @ingroup bodies
+ * @return the threshold
+ */
+ODE_API IMPORT_C void  dBodySetAutoDisableAngularThreshold (dBodyID, dReal angular_average_threshold);
+
+/**
+ * @brief Get auto disable average size (samples count).
+ * @ingroup bodies
+ * @return the nr of steps/size.
+ */
+ODE_API IMPORT_C int dBodyGetAutoDisableAverageSamplesCount (dBodyID);
+
+/**
+ * @brief Set auto disable average buffer size (average steps).
+ * @ingroup bodies
+ * @param average_samples_count the nr of samples to review.
+ */
+ODE_API IMPORT_C void dBodySetAutoDisableAverageSamplesCount (dBodyID, unsigned int average_samples_count);
+
+
+/**
+ * @brief Get auto steps a body must be thought of as idle to disable
+ * @ingroup bodies
+ * @return the nr of steps
+ */
+ODE_API IMPORT_C int dBodyGetAutoDisableSteps (dBodyID);
+
+/**
+ * @brief Set auto disable steps.
+ * @ingroup bodies
+ * @param steps the nr of steps.
+ */
+ODE_API IMPORT_C void dBodySetAutoDisableSteps (dBodyID, int steps);
+
+/**
+ * @brief Get auto disable time.
+ * @ingroup bodies
+ * @return nr of seconds
+ */
+ODE_API IMPORT_C dReal dBodyGetAutoDisableTime (dBodyID);
+
+/**
+ * @brief Set auto disable time.
+ * @ingroup bodies
+ * @param time nr of seconds.
+ */
+ODE_API IMPORT_C void  dBodySetAutoDisableTime (dBodyID, dReal time);
+
+/**
+ * @brief Get auto disable flag.
+ * @ingroup bodies
+ * @return 0 or 1
+ */
+ODE_API IMPORT_C int dBodyGetAutoDisableFlag (dBodyID);
+
+/**
+ * @brief Set auto disable flag.
+ * @ingroup bodies
+ * @param do_auto_disable 0 or 1
+ */
+ODE_API IMPORT_C void dBodySetAutoDisableFlag (dBodyID, int do_auto_disable);
+
+/**
+ * @brief Set auto disable defaults.
+ * @remarks
+ * Set the values for the body to those set as default for the world.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void  dBodySetAutoDisableDefaults (dBodyID);
+
+
+/**
+ * @brief Retrives the world attached to te given body.
+ * @remarks
+ * 
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C dWorldID dBodyGetWorld (dBodyID);
+
+/**
+ * @brief Create a body in given world.
+ * @remarks
+ * Default mass parameters are at position (0,0,0).
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C dBodyID dBodyCreate (dWorldID);
+
+/**
+ * @brief Destroy a body.
+ * @remarks
+ * All joints that are attached to this body will be put into limbo:
+ * i.e. unattached and not affecting the simulation, but they will NOT be
+ * deleted.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyDestroy (dBodyID);
+
+/**
+ * @brief Set the body's user-data pointer.
+ * @ingroup bodies
+ * @param data arbitraty pointer
+ */
+ODE_API IMPORT_C void  dBodySetData (dBodyID, void *data);
+
+/**
+ * @brief Get the body's user-data pointer.
+ * @ingroup bodies
+ * @return a pointer to the user's data.
+ */
+ODE_API IMPORT_C void *dBodyGetData (dBodyID);
+
+/**
+ * @brief Set position of a body.
+ * @remarks
+ * After setting, the outcome of the simulation is undefined
+ * if the new configuration is inconsistent with the joints/constraints
+ * that are present.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodySetPosition   (dBodyID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief Set the orientation of a body.
+ * @ingroup bodies
+ * @remarks
+ * After setting, the outcome of the simulation is undefined
+ * if the new configuration is inconsistent with the joints/constraints
+ * that are present.
+ */
+ODE_API IMPORT_C void dBodySetRotation   (dBodyID, const dMatrix3 R);
+
+/**
+ * @brief Set the orientation of a body.
+ * @ingroup bodies
+ * @remarks
+ * After setting, the outcome of the simulation is undefined
+ * if the new configuration is inconsistent with the joints/constraints
+ * that are present.
+ */
+ODE_API IMPORT_C void dBodySetQuaternion (dBodyID, const dQuaternion q);
+
+/**
+ * @brief Set the linear velocity of a body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodySetLinearVel  (dBodyID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief Set the angular velocity of a body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodySetAngularVel (dBodyID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief Get the position of a body.
+ * @ingroup bodies
+ * @remarks
+ * When getting, the returned values are pointers to internal data structures,
+ * so the vectors are valid until any changes are made to the rigid body
+ * system structure.
+ * @sa dBodyCopyPosition
+ */
+ODE_API IMPORT_C const dReal * dBodyGetPosition   (dBodyID);
+
+
+/**
+ * @brief Copy the position of a body into a vector.
+ * @ingroup bodies
+ * @param body  the body to query
+ * @param pos   a copy of the body position
+ * @sa dBodyGetPosition
+ */
+ODE_API IMPORT_C void dBodyCopyPosition (dBodyID body, dVector3 pos);
+
+
+/**
+ * @brief Get the rotation of a body.
+ * @ingroup bodies
+ * @return pointer to a 4x3 rotation matrix.
+ */
+ODE_API IMPORT_C const dReal * dBodyGetRotation   (dBodyID);
+
+
+/**
+ * @brief Copy the rotation of a body.
+ * @ingroup bodies
+ * @param body   the body to query
+ * @param R      a copy of the rotation matrix
+ * @sa dBodyGetRotation
+ */
+ODE_API IMPORT_C void dBodyCopyRotation (dBodyID, dMatrix3 R);
+
+
+/**
+ * @brief Get the rotation of a body.
+ * @ingroup bodies
+ * @return pointer to 4 scalars that represent the quaternion.
+ */
+ODE_API IMPORT_C const dReal * dBodyGetQuaternion (dBodyID);
+
+
+/**
+ * @brief Copy the orientation of a body into a quaternion.
+ * @ingroup bodies
+ * @param body  the body to query
+ * @param quat  a copy of the orientation quaternion
+ * @sa dBodyGetQuaternion
+ */
+ODE_API IMPORT_C void dBodyCopyQuaternion(dBodyID body, dQuaternion quat);
+
+
+/**
+ * @brief Get the linear velocity of a body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C const dReal * dBodyGetLinearVel  (dBodyID);
+
+/**
+ * @brief Get the angular velocity of a body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C const dReal * dBodyGetAngularVel (dBodyID);
+
+/**
+ * @brief Set the mass of a body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodySetMass (dBodyID, const dMass *mass);
+
+/**
+ * @brief Get the mass of a body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyGetMass (dBodyID, dMass *mass);
+
+/**
+ * @brief Add force at centre of mass of body in absolute coordinates.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyAddForce            (dBodyID, dReal fx, dReal fy, dReal fz);
+
+/**
+ * @brief Add torque at centre of mass of body in absolute coordinates.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyAddTorque           (dBodyID, dReal fx, dReal fy, dReal fz);
+
+/**
+ * @brief Add force at centre of mass of body in coordinates relative to body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyAddRelForce         (dBodyID, dReal fx, dReal fy, dReal fz);
+
+/**
+ * @brief Add torque at centre of mass of body in coordinates relative to body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyAddRelTorque        (dBodyID, dReal fx, dReal fy, dReal fz);
+
+/**
+ * @brief Add force at specified point in body in global coordinates.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyAddForceAtPos       (dBodyID, dReal fx, dReal fy, dReal fz,
+			                dReal px, dReal py, dReal pz);
+/**
+ * @brief Add force at specified point in body in local coordinates.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyAddForceAtRelPos    (dBodyID, dReal fx, dReal fy, dReal fz,
+			                dReal px, dReal py, dReal pz);
+/**
+ * @brief Add force at specified point in body in global coordinates.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyAddRelForceAtPos    (dBodyID, dReal fx, dReal fy, dReal fz,
+			                dReal px, dReal py, dReal pz);
+/**
+ * @brief Add force at specified point in body in local coordinates.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyAddRelForceAtRelPos (dBodyID, dReal fx, dReal fy, dReal fz,
+			                dReal px, dReal py, dReal pz);
+
+/**
+ * @brief Return the current accumulated force vector.
+ * @return points to an array of 3 reals.
+ * @remarks
+ * The returned values are pointers to internal data structures, so
+ * the vectors are only valid until any changes are made to the rigid
+ * body system.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C const dReal * dBodyGetForce   (dBodyID);
+
+/**
+ * @brief Return the current accumulated torque vector.
+ * @return points to an array of 3 reals.
+ * @remarks
+ * The returned values are pointers to internal data structures, so
+ * the vectors are only valid until any changes are made to the rigid
+ * body system.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C const dReal * dBodyGetTorque  (dBodyID);
+
+/**
+ * @brief Set the body force accumulation vector.
+ * @remarks
+ * This is mostly useful to zero the force and torque for deactivated bodies
+ * before they are reactivated, in the case where the force-adding functions
+ * were called on them while they were deactivated.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodySetForce  (dBodyID b, dReal x, dReal y, dReal z);
+
+/**
+ * @brief Set the body torque accumulation vector.
+ * @remarks
+ * This is mostly useful to zero the force and torque for deactivated bodies
+ * before they are reactivated, in the case where the force-adding functions
+ * were called on them while they were deactivated.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodySetTorque (dBodyID b, dReal x, dReal y, dReal z);
+
+/**
+ * @brief Get world position of a relative point on body.
+ * @ingroup bodies
+ * @param result will contain the result.
+ */
+ODE_API IMPORT_C void dBodyGetRelPointPos
+(
+  dBodyID, dReal px, dReal py, dReal pz,
+  dVector3 result
+);
+
+/**
+ * @brief Get velocity vector in global coords of a relative point on body.
+ * @ingroup bodies
+ * @param result will contain the result.
+ */
+ODE_API IMPORT_C void dBodyGetRelPointVel
+(
+  dBodyID, dReal px, dReal py, dReal pz,
+  dVector3 result
+);
+
+/**
+ * @brief Get velocity vector in global coords of a globally
+ * specified point on a body.
+ * @ingroup bodies
+ * @param result will contain the result.
+ */
+ODE_API IMPORT_C void dBodyGetPointVel
+(
+  dBodyID, dReal px, dReal py, dReal pz,
+  dVector3 result
+);
+
+/**
+ * @brief takes a point in global coordinates and returns
+ * the point's position in body-relative coordinates.
+ * @remarks
+ * This is the inverse of dBodyGetRelPointPos()
+ * @ingroup bodies
+ * @param result will contain the result.
+ */
+ODE_API IMPORT_C void dBodyGetPosRelPoint
+(
+  dBodyID, dReal px, dReal py, dReal pz,
+  dVector3 result
+);
+
+/**
+ * @brief Convert from local to world coordinates.
+ * @ingroup bodies
+ * @param result will contain the result.
+ */
+ODE_API IMPORT_C void dBodyVectorToWorld
+(
+  dBodyID, dReal px, dReal py, dReal pz,
+  dVector3 result
+);
+
+/**
+ * @brief Convert from world to local coordinates.
+ * @ingroup bodies
+ * @param result will contain the result.
+ */
+ODE_API IMPORT_C void dBodyVectorFromWorld
+(
+  dBodyID, dReal px, dReal py, dReal pz,
+  dVector3 result
+);
+
+/**
+ * @brief controls the way a body's orientation is updated at each timestep.
+ * @ingroup bodies
+ * @param mode can be 0 or 1:
+ * \li 0: An ``infinitesimal'' orientation update is used.
+ * This is fast to compute, but it can occasionally cause inaccuracies
+ * for bodies that are rotating at high speed, especially when those
+ * bodies are joined to other bodies.
+ * This is the default for every new body that is created.
+ * \li 1: A ``finite'' orientation update is used.
+ * This is more costly to compute, but will be more accurate for high
+ * speed rotations.
+ * @remarks
+ * Note however that high speed rotations can result in many types of
+ * error in a simulation, and the finite mode will only fix one of those
+ * sources of error.
+ */
+ODE_API IMPORT_C void dBodySetFiniteRotationMode (dBodyID, int mode);
+
+/**
+ * @brief sets the finite rotation axis for a body.
+ * @ingroup bodies
+ * @remarks
+ * This is axis only has meaning when the finite rotation mode is set
+ * If this axis is zero (0,0,0), full finite rotations are performed on
+ * the body.
+ * If this axis is nonzero, the body is rotated by performing a partial finite
+ * rotation along the axis direction followed by an infinitesimal rotation
+ * along an orthogonal direction.
+ * @remarks
+ * This can be useful to alleviate certain sources of error caused by quickly
+ * spinning bodies. For example, if a car wheel is rotating at high speed
+ * you can call this function with the wheel's hinge axis as the argument to
+ * try and improve its behavior.
+ */
+ODE_API IMPORT_C void dBodySetFiniteRotationAxis (dBodyID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief Get the way a body's orientation is updated each timestep.
+ * @ingroup bodies
+ * @return the mode 0 (infitesimal) or 1 (finite).
+ */
+ODE_API IMPORT_C int dBodyGetFiniteRotationMode (dBodyID);
+
+/**
+ * @brief Get the finite rotation axis.
+ * @param result will contain the axis.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyGetFiniteRotationAxis (dBodyID, dVector3 result);
+
+/**
+ * @brief Get the number of joints that are attached to this body.
+ * @ingroup bodies
+ * @return nr of joints
+ */
+ODE_API IMPORT_C int dBodyGetNumJoints (dBodyID b);
+
+/**
+ * @brief Return a joint attached to this body, given by index.
+ * @ingroup bodies
+ * @param index valid range is  0 to n-1 where n is the value returned by
+ * dBodyGetNumJoints().
+ */
+ODE_API IMPORT_C dJointID dBodyGetJoint (dBodyID, int index);
+
+/**
+ * @brief Manually enable a body.
+ * @param dBodyID identification of body.
+ * @ingroup bodies
+ */
+ODE_API IMPORT_C void dBodyEnable (dBodyID);
+
+/**
+ * @brief Manually disable a body.
+ * @ingroup bodies
+ * @remarks
+ * A disabled body that is connected through a joint to an enabled body will
+ * be automatically re-enabled at the next simulation step.
+ */
+ODE_API IMPORT_C void dBodyDisable (dBodyID);
+
+/**
+ * @brief Check wether a body is enabled.
+ * @ingroup bodies
+ * @return 1 if a body is currently enabled or 0 if it is disabled.
+ */
+ODE_API IMPORT_C int dBodyIsEnabled (dBodyID);
+
+/**
+ * @brief Set whether the body is influenced by the world's gravity or not.
+ * @ingroup bodies
+ * @param mode when nonzero gravity affects this body.
+ * @remarks
+ * Newly created bodies are always influenced by the world's gravity.
+ */
+ODE_API IMPORT_C void dBodySetGravityMode (dBodyID b, int mode);
+
+/**
+ * @brief Get whether the body is influenced by the world's gravity or not.
+ * @ingroup bodies
+ * @return nonzero means gravity affects this body.
+ */
+ODE_API IMPORT_C int dBodyGetGravityMode (dBodyID b);
+
+
+
+/**
+ * @defgroup joints Joints
+ *
+ * In real life a joint is something like a hinge, that is used to connect two
+ * objects.
+ * In ODE a joint is very similar: It is a relationship that is enforced between
+ * two bodies so that they can only have certain positions and orientations
+ * relative to each other.
+ * This relationship is called a constraint -- the words joint and
+ * constraint are often used interchangeably.
+ *
+ * A joint has a set of parameters that can be set. These include:
+ *
+ *
+ * \li  dParamLoStop Low stop angle or position. Setting this to
+ *	-dInfinity (the default value) turns off the low stop.
+ *	For rotational joints, this stop must be greater than -pi to be
+ *	effective.
+ * \li  dParamHiStop High stop angle or position. Setting this to
+ *	dInfinity (the default value) turns off the high stop.
+ *	For rotational joints, this stop must be less than pi to be
+ *	effective.
+ *	If the high stop is less than the low stop then both stops will
+ *	be ineffective.
+ * \li  dParamVel Desired motor velocity (this will be an angular or
+ *	linear velocity).
+ * \li  dParamFMax The maximum force or torque that the motor will use to
+ *	achieve the desired velocity.
+ *	This must always be greater than or equal to zero.
+ *	Setting this to zero (the default value) turns off the motor.
+ * \li  dParamFudgeFactor The current joint stop/motor implementation has
+ *	a small problem:
+ *	when the joint is at one stop and the motor is set to move it away
+ *	from the stop, too much force may be applied for one time step,
+ *	causing a ``jumping'' motion.
+ *	This fudge factor is used to scale this excess force.
+ *	It should have a value between zero and one (the default value).
+ *	If the jumping motion is too visible in a joint, the value can be
+ *	reduced.
+ *	Making this value too small can prevent the motor from being able to
+ *	move the joint away from a stop.
+ * \li  dParamBounce The bouncyness of the stops.
+ *	This is a restitution parameter in the range 0..1.
+ *	0 means the stops are not bouncy at all, 1 means maximum bouncyness.
+ * \li  dParamCFM The constraint force mixing (CFM) value used when not
+ *	at a stop.
+ * \li  dParamStopERP The error reduction parameter (ERP) used by the
+ *	stops.
+ * \li  dParamStopCFM The constraint force mixing (CFM) value used by the
+ *	stops. Together with the ERP value this can be used to get spongy or
+ *	soft stops.
+ *	Note that this is intended for unpowered joints, it does not really
+ *	work as expected when a powered joint reaches its limit.
+ * \li  dParamSuspensionERP Suspension error reduction parameter (ERP).
+ *	Currently this is only implemented on the hinge-2 joint.
+ * \li  dParamSuspensionCFM Suspension constraint force mixing (CFM) value.
+ *	Currently this is only implemented on the hinge-2 joint.
+ *
+ * If a particular parameter is not implemented by a given joint, setting it
+ * will have no effect.
+ * These parameter names can be optionally followed by a digit (2 or 3)
+ * to indicate the second or third set of parameters, e.g. for the second axis
+ * in a hinge-2 joint, or the third axis in an AMotor joint.
+ */
+
+
+/**
+ * @brief Create a new joint of the ball type.
+ * @ingroup joints
+ * @remarks
+ * The joint is initially in "limbo" (i.e. it has no effect on the simulation)
+ * because it does not connect to any bodies.
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateBall (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the hinge type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateHinge (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the slider type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateSlider (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the contact type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateContact (dWorldID, dJointGroupID, const dContact *);
+
+/**
+ * @brief Create a new joint of the hinge2 type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateHinge2 (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the universal type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateUniversal (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the PR (Prismatic and Rotoide) type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreatePR (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the fixed type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateFixed (dWorldID, dJointGroupID);
+
+ODE_API IMPORT_C dJointID dJointCreateNull (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the A-motor type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateAMotor (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the L-motor type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreateLMotor (dWorldID, dJointGroupID);
+
+/**
+ * @brief Create a new joint of the plane-2d type.
+ * @ingroup joints
+ * @param dJointGroupID set to 0 to allocate the joint normally.
+ * If it is nonzero the joint is allocated in the given joint group.
+ */
+ODE_API IMPORT_C dJointID dJointCreatePlane2D (dWorldID, dJointGroupID);
+
+/**
+ * @brief Destroy a joint.
+ * @ingroup joints
+ *
+ * disconnects it from its attached bodies and removing it from the world.
+ * However, if the joint is a member of a group then this function has no
+ * effect - to destroy that joint the group must be emptied or destroyed.
+ */
+ODE_API IMPORT_C void dJointDestroy (dJointID);
+
+
+/**
+ * @brief Create a joint group
+ * @ingroup joints
+ * @param max_size deprecated. Set to 0.
+ */
+ODE_API IMPORT_C dJointGroupID dJointGroupCreate (int max_size);
+
+/**
+ * @brief Destroy a joint group.
+ * @ingroup joints
+ *
+ * All joints in the joint group will be destroyed.
+ */
+ODE_API IMPORT_C void dJointGroupDestroy (dJointGroupID);
+
+/**
+ * @brief Empty a joint group.
+ * @ingroup joints
+ *
+ * All joints in the joint group will be destroyed,
+ * but the joint group itself will not be destroyed.
+ */
+ODE_API IMPORT_C void dJointGroupEmpty (dJointGroupID);
+
+/**
+ * @brief Attach the joint to some new bodies.
+ * @ingroup joints
+ *
+ * If the joint is already attached, it will be detached from the old bodies
+ * first.
+ * To attach this joint to only one body, set body1 or body2 to zero - a zero
+ * body refers to the static environment.
+ * Setting both bodies to zero puts the joint into "limbo", i.e. it will
+ * have no effect on the simulation.
+ * @remarks
+ * Some joints, like hinge-2 need to be attached to two bodies to work.
+ */
+ODE_API IMPORT_C void dJointAttach (dJointID, dBodyID body1, dBodyID body2);
+
+/**
+ * @brief Set the user-data pointer
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetData (dJointID, void *data);
+
+/**
+ * @brief Get the user-data pointer
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void *dJointGetData (dJointID);
+
+/**
+ * @brief Get the type of the joint
+ * @ingroup joints
+ * @return the type, being one of these:
+ * \li JointTypeBall
+ * \li JointTypeHinge
+ * \li JointTypeSlider
+ * \li JointTypeContact
+ * \li JointTypeUniversal
+ * \li JointTypeHinge2
+ * \li JointTypeFixed
+ * \li JointTypeAMotor
+ * \li JointTypeLMotor
+ */
+ODE_API IMPORT_C int dJointGetType (dJointID);
+
+/**
+ * @brief Return the bodies that this joint connects.
+ * @ingroup joints
+ * @param index return the first (0) or second (1) body.
+ * @remarks
+ * If one of these returned body IDs is zero, the joint connects the other body
+ * to the static environment.
+ * If both body IDs are zero, the joint is in ``limbo'' and has no effect on
+ * the simulation.
+ */
+ODE_API IMPORT_C dBodyID dJointGetBody (dJointID, int index);
+
+/**
+ * @brief Sets the datastructure that is to receive the feedback.
+ *
+ * The feedback can be used by the user, so that it is known how
+ * much force an individual joint exerts.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetFeedback (dJointID, dJointFeedback *);
+
+/**
+ * @brief Gets the datastructure that is to receive the feedback.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dJointFeedback *dJointGetFeedback (dJointID);
+
+/**
+ * @brief Set the joint anchor point.
+ * @ingroup joints
+ *
+ * The joint will try to keep this point on each body
+ * together. The input is specified in world coordinates.
+ */
+ODE_API IMPORT_C void dJointSetBallAnchor (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief Set the joint anchor point.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetBallAnchor2 (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief Set hinge anchor parameter.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetHingeAnchor (dJointID, dReal x, dReal y, dReal z);
+
+ODE_API IMPORT_C void dJointSetHingeAnchorDelta (dJointID, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
+
+/**
+ * @brief Set hinge axis.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetHingeAxis (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetHingeParam (dJointID, int parameter, dReal value);
+
+/**
+ * @brief Applies the torque about the hinge axis.
+ *
+ * That is, it applies a torque with specified magnitude in the direction
+ * of the hinge axis, to body 1, and with the same magnitude but in opposite
+ * direction to body 2. This function is just a wrapper for dBodyAddTorque()}
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointAddHingeTorque(dJointID joint, dReal torque);
+
+/**
+ * @brief set the joint axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetSliderAxis (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetSliderAxisDelta (dJointID, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
+
+/**
+ * @brief set joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetSliderParam (dJointID, int parameter, dReal value);
+
+/**
+ * @brief Applies the given force in the slider's direction.
+ *
+ * That is, it applies a force with specified magnitude, in the direction of
+ * slider's axis, to body1, and with the same magnitude but opposite
+ * direction to body2.  This function is just a wrapper for dBodyAddForce().
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointAddSliderForce(dJointID joint, dReal force);
+
+/**
+ * @brief set anchor
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetHinge2Anchor (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetHinge2Axis1 (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetHinge2Axis2 (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetHinge2Param (dJointID, int parameter, dReal value);
+
+/**
+ * @brief Applies torque1 about the hinge2's axis 1, torque2 about the
+ * hinge2's axis 2.
+ * @remarks  This function is just a wrapper for dBodyAddTorque().
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointAddHinge2Torques(dJointID joint, dReal torque1, dReal torque2);
+
+/**
+ * @brief set anchor
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetUniversalAnchor (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetUniversalAxis1 (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetUniversalAxis2 (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetUniversalParam (dJointID, int parameter, dReal value);
+
+/**
+ * @brief Applies torque1 about the universal's axis 1, torque2 about the
+ * universal's axis 2.
+ * @remarks This function is just a wrapper for dBodyAddTorque().
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointAddUniversalTorques(dJointID joint, dReal torque1, dReal torque2);
+
+
+/**
+ * @brief set anchor
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetPRAnchor (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set the axis for the prismatic articulation
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetPRAxis1 (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set the axis for the rotoide articulation
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetPRAxis2 (dJointID, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set joint parameter
+ * @ingroup joints
+ *
+ * @note parameterX where X equal 2 refer to parameter for the rotoide articulation
+ */
+ODE_API IMPORT_C void dJointSetPRParam (dJointID, int parameter, dReal value);
+
+/**
+ * @brief Applies the torque about the rotoide axis of the PR joint
+ *
+ * That is, it applies a torque with specified magnitude in the direction 
+ * of the rotoide axis, to body 1, and with the same magnitude but in opposite
+ * direction to body 2. This function is just a wrapper for dBodyAddTorque()}
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointAddPRTorque (dJointID j, dReal torque);
+
+
+/**
+ * @brief Call this on the fixed joint after it has been attached to
+ * remember the current desired relative offset and desired relative
+ * rotation between the bodies.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetFixed (dJointID);
+
+/**
+ * @brief set the nr of axes
+ * @param num 0..3
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetAMotorNumAxes (dJointID, int num);
+
+/**
+ * @brief set axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetAMotorAxis (dJointID, int anum, int rel,
+			  dReal x, dReal y, dReal z);
+
+/**
+ * @brief Tell the AMotor what the current angle is along axis anum.
+ *
+ * This function should only be called in dAMotorUser mode, because in this
+ * mode the AMotor has no other way of knowing the joint angles.
+ * The angle information is needed if stops have been set along the axis,
+ * but it is not needed for axis motors.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetAMotorAngle (dJointID, int anum, dReal angle);
+
+/**
+ * @brief set joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetAMotorParam (dJointID, int parameter, dReal value);
+
+/**
+ * @brief set mode
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetAMotorMode (dJointID, int mode);
+
+/**
+ * @brief Applies torque0 about the AMotor's axis 0, torque1 about the
+ * AMotor's axis 1, and torque2 about the AMotor's axis 2.
+ * @remarks
+ * If the motor has fewer than three axes, the higher torques are ignored.
+ * This function is just a wrapper for dBodyAddTorque().
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointAddAMotorTorques (dJointID, dReal torque1, dReal torque2, dReal torque3);
+
+/**
+ * @brief Set the number of axes that will be controlled by the LMotor.
+ * @param num can range from 0 (which effectively deactivates the joint) to 3.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetLMotorNumAxes (dJointID, int num);
+
+/**
+ * @brief Set the AMotor axes.
+ * @param anum selects the axis to change (0,1 or 2).
+ * @param rel Each axis can have one of three ``relative orientation'' modes
+ * \li 0: The axis is anchored to the global frame.
+ * \li 1: The axis is anchored to the first body.
+ * \li 2: The axis is anchored to the second body.
+ * @remarks The axis vector is always specified in global coordinates
+ * regardless of the setting of rel.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetLMotorAxis (dJointID, int anum, int rel, dReal x, dReal y, dReal z);
+
+/**
+ * @brief set joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetLMotorParam (dJointID, int parameter, dReal value);
+
+/**
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetPlane2DXParam (dJointID, int parameter, dReal value);
+
+/**
+ * @ingroup joints
+ */
+
+ODE_API IMPORT_C void dJointSetPlane2DYParam (dJointID, int parameter, dReal value);
+
+/**
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointSetPlane2DAngleParam (dJointID, int parameter, dReal value);
+
+/**
+ * @brief Get the joint anchor point, in world coordinates.
+ *
+ * This returns the point on body 1. If the joint is perfectly satisfied,
+ * this will be the same as the point on body 2.
+ */
+ODE_API IMPORT_C void dJointGetBallAnchor (dJointID, dVector3 result);
+
+/**
+ * @brief Get the joint anchor point, in world coordinates.
+ *
+ * This returns the point on body 2. You can think of a ball and socket
+ * joint as trying to keep the result of dJointGetBallAnchor() and
+ * dJointGetBallAnchor2() the same.  If the joint is perfectly satisfied,
+ * this function will return the same value as dJointGetBallAnchor() to
+ * within roundoff errors. dJointGetBallAnchor2() can be used, along with
+ * dJointGetBallAnchor(), to see how far the joint has come apart.
+ */
+ODE_API IMPORT_C void dJointGetBallAnchor2 (dJointID, dVector3 result);
+
+/**
+ * @brief Get the hinge anchor point, in world coordinates.
+ *
+ * This returns the point on body 1. If the joint is perfectly satisfied,
+ * this will be the same as the point on body 2.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetHingeAnchor (dJointID, dVector3 result);
+
+/**
+ * @brief Get the joint anchor point, in world coordinates.
+ * @return The point on body 2. If the joint is perfectly satisfied,
+ * this will return the same value as dJointGetHingeAnchor().
+ * If not, this value will be slightly different.
+ * This can be used, for example, to see how far the joint has come apart.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetHingeAnchor2 (dJointID, dVector3 result);
+
+/**
+ * @brief get axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetHingeAxis (dJointID, dVector3 result);
+
+/**
+ * @brief get joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetHingeParam (dJointID, int parameter);
+
+/**
+ * @brief Get the hinge angle.
+ *
+ * The angle is measured between the two bodies, or between the body and
+ * the static environment.
+ * The angle will be between -pi..pi.
+ * When the hinge anchor or axis is set, the current position of the attached
+ * bodies is examined and that position will be the zero angle.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetHingeAngle (dJointID);
+
+/**
+ * @brief Get the hinge angle time derivative.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetHingeAngleRate (dJointID);
+
+/**
+ * @brief Get the slider linear position (i.e. the slider's extension)
+ *
+ * When the axis is set, the current position of the attached bodies is
+ * examined and that position will be the zero position.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetSliderPosition (dJointID);
+
+/**
+ * @brief Get the slider linear position's time derivative.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetSliderPositionRate (dJointID);
+
+/**
+ * @brief Get the slider axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetSliderAxis (dJointID, dVector3 result);
+
+/**
+ * @brief get joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetSliderParam (dJointID, int parameter);
+
+/**
+ * @brief Get the joint anchor point, in world coordinates.
+ * @return the point on body 1.  If the joint is perfectly satisfied,
+ * this will be the same as the point on body 2.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetHinge2Anchor (dJointID, dVector3 result);
+
+/**
+ * @brief Get the joint anchor point, in world coordinates.
+ * This returns the point on body 2. If the joint is perfectly satisfied,
+ * this will return the same value as dJointGetHinge2Anchor.
+ * If not, this value will be slightly different.
+ * This can be used, for example, to see how far the joint has come apart.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetHinge2Anchor2 (dJointID, dVector3 result);
+
+/**
+ * @brief Get joint axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetHinge2Axis1 (dJointID, dVector3 result);
+
+/**
+ * @brief Get joint axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetHinge2Axis2 (dJointID, dVector3 result);
+
+/**
+ * @brief get joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetHinge2Param (dJointID, int parameter);
+
+/**
+ * @brief Get angle
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetHinge2Angle1 (dJointID);
+
+/**
+ * @brief Get time derivative of angle
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetHinge2Angle1Rate (dJointID);
+
+/**
+ * @brief Get time derivative of angle
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetHinge2Angle2Rate (dJointID);
+
+/**
+ * @brief Get the joint anchor point, in world coordinates.
+ * @return the point on body 1. If the joint is perfectly satisfied,
+ * this will be the same as the point on body 2.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetUniversalAnchor (dJointID, dVector3 result);
+
+/**
+ * @brief Get the joint anchor point, in world coordinates.
+ * @return This returns the point on body 2.
+ * @remarks
+ * You can think of the ball and socket part of a universal joint as
+ * trying to keep the result of dJointGetBallAnchor() and
+ * dJointGetBallAnchor2() the same. If the joint is
+ * perfectly satisfied, this function will return the same value
+ * as dJointGetUniversalAnchor() to within roundoff errors.
+ * dJointGetUniversalAnchor2() can be used, along with
+ * dJointGetUniversalAnchor(), to see how far the joint has come apart.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetUniversalAnchor2 (dJointID, dVector3 result);
+
+/**
+ * @brief Get axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetUniversalAxis1 (dJointID, dVector3 result);
+
+/**
+ * @brief Get axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetUniversalAxis2 (dJointID, dVector3 result);
+
+
+/**
+ * @brief get joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetUniversalParam (dJointID, int parameter);
+
+/**
+ * @brief Get both angles at the same time.
+ * @ingroup joints
+ *
+ * @param joint   The universal joint for which we want to calculate the angles
+ * @param angle1  The angle between the body1 and the axis 1
+ * @param angle2  The angle between the body2 and the axis 2
+ *
+ * @note This function combine getUniversalAngle1 and getUniversalAngle2 together
+ *       and try to avoid redundant calculation
+ */
+ODE_API IMPORT_C void dJointGetUniversalAngles (dJointID, dReal *angle1, dReal *angle2);
+
+/**
+ * @brief Get angle
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetUniversalAngle1 (dJointID);
+
+/**
+ * @brief Get angle
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetUniversalAngle2 (dJointID);
+
+/**
+ * @brief Get time derivative of angle
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetUniversalAngle1Rate (dJointID);
+
+/**
+ * @brief Get time derivative of angle
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetUniversalAngle2Rate (dJointID);
+
+
+
+/**
+ * @brief Get the joint anchor point, in world coordinates.
+ * @return the point on body 1. If the joint is perfectly satisfied, 
+ * this will be the same as the point on body 2.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetPRAnchor (dJointID, dVector3 result);
+
+/**
+ * @brief Get the PR linear position (i.e. the prismatic's extension)
+ *
+ * When the axis is set, the current position of the attached bodies is
+ * examined and that position will be the zero position.
+ *
+ * The position is the "oriented" length between the
+ * position = (Prismatic axis) dot_product [(body1 + offset) - (body2 + anchor2)]
+ *
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetPRPosition (dJointID);
+
+/**
+ * @brief Get the PR linear position's time derivative
+ *
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetPRPositionRate (dJointID);
+
+
+/**
+ * @brief Get the prismatic axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetPRAxis1 (dJointID, dVector3 result);
+
+/**
+ * @brief Get the Rotoide axis
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetPRAxis2 (dJointID, dVector3 result);
+
+/**
+ * @brief get joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetPRParam (dJointID, int parameter);
+
+
+
+/**
+ * @brief Get the number of angular axes that will be controlled by the
+ * AMotor.
+ * @param num can range from 0 (which effectively deactivates the
+ * joint) to 3.
+ * This is automatically set to 3 in dAMotorEuler mode.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C int dJointGetAMotorNumAxes (dJointID);
+
+/**
+ * @brief Get the AMotor axes.
+ * @param anum selects the axis to change (0,1 or 2).
+ * @param rel Each axis can have one of three ``relative orientation'' modes.
+ * \li 0: The axis is anchored to the global frame.
+ * \li 1: The axis is anchored to the first body.
+ * \li 2: The axis is anchored to the second body.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetAMotorAxis (dJointID, int anum, dVector3 result);
+
+/**
+ * @brief Get axis
+ * @remarks
+ * The axis vector is always specified in global coordinates regardless
+ * of the setting of rel.
+ * There are two GetAMotorAxis functions, one to return the axis and one to
+ * return the relative mode.
+ *
+ * For dAMotorEuler mode:
+ * \li	Only axes 0 and 2 need to be set. Axis 1 will be determined
+	automatically at each time step.
+ * \li	Axes 0 and 2 must be perpendicular to each other.
+ * \li	Axis 0 must be anchored to the first body, axis 2 must be anchored
+	to the second body.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C int dJointGetAMotorAxisRel (dJointID, int anum);
+
+/**
+ * @brief Get the current angle for axis.
+ * @remarks
+ * In dAMotorUser mode this is simply the value that was set with
+ * dJointSetAMotorAngle().
+ * In dAMotorEuler mode this is the corresponding euler angle.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetAMotorAngle (dJointID, int anum);
+
+/**
+ * @brief Get the current angle rate for axis anum.
+ * @remarks
+ * In dAMotorUser mode this is always zero, as not enough information is
+ * available.
+ * In dAMotorEuler mode this is the corresponding euler angle rate.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetAMotorAngleRate (dJointID, int anum);
+
+/**
+ * @brief get joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetAMotorParam (dJointID, int parameter);
+
+/**
+ * @brief Get the angular motor mode.
+ * @param mode must be one of the following constants:
+ * \li dAMotorUser The AMotor axes and joint angle settings are entirely
+ * controlled by the user.  This is the default mode.
+ * \li dAMotorEuler Euler angles are automatically computed.
+ * The axis a1 is also automatically computed.
+ * The AMotor axes must be set correctly when in this mode,
+ * as described below.
+ * When this mode is initially set the current relative orientations
+ * of the bodies will correspond to all euler angles at zero.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C int dJointGetAMotorMode (dJointID);
+
+/**
+ * @brief Get nr of axes.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C int dJointGetLMotorNumAxes (dJointID);
+
+/**
+ * @brief Get axis.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C void dJointGetLMotorAxis (dJointID, int anum, dVector3 result);
+
+/**
+ * @brief get joint parameter
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dReal dJointGetLMotorParam (dJointID, int parameter);
+
+
+/**
+ * @ingroup joints
+ */
+ODE_API IMPORT_C dJointID dConnectingJoint (dBodyID, dBodyID);
+
+/**
+ * @ingroup joints
+ */
+ODE_API IMPORT_C int dConnectingJointList (dBodyID, dBodyID, dJointID*);
+
+/**
+ * @brief Utility function
+ * @return 1 if the two bodies are connected together by
+ * a joint, otherwise return 0.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C int dAreConnected (dBodyID, dBodyID);
+
+/**
+ * @brief Utility function
+ * @return 1 if the two bodies are connected together by
+ * a joint that does not have type @arg{joint_type}, otherwise return 0.
+ * @param body1 A body to check.
+ * @param body2 A body to check.
+ * @param joint_type is a dJointTypeXXX constant.
+ * This is useful for deciding whether to add contact joints between two bodies:
+ * if they are already connected by non-contact joints then it may not be
+ * appropriate to add contacts, however it is okay to add more contact between-
+ * bodies that already have contacts.
+ * @ingroup joints
+ */
+ODE_API IMPORT_C int dAreConnectedExcluding (dBodyID body1, dBodyID body2, int joint_type);
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif