diff -r 000000000000 -r 2f259fa3e83a classicui_plat/ode_api/inc/objects.h --- /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 +#include +#include + +#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