/************************************************************************* * * * 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 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 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 void dWorldSetGravity (dWorldID, dReal x, dReal y, dReal z); /** * @brief Get the gravity vector for a given world. * @ingroup world */ ODE_API 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 void dWorldSetERP (dWorldID, dReal erp); /** * @brief Get the error reduction parameter. * @ingroup world * @return ERP value */ ODE_API 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 void dWorldSetCFM (dWorldID, dReal cfm); /** * @brief Get the constraint force mixing value. * @ingroup world * @return CFM value */ ODE_API dReal dWorldGetCFM (dWorldID); /** * @brief Set the world to use shared working memory along with another world. * * The worlds allocate working memory internally for simulation stepping. This * memory is cached among the calls to @c dWordStep and @c dWorldQuickStep. * Similarly, several worlds can be set up to share this memory caches thus * reducing overall memory usage by cost of making worlds inappropriate for * simultaneous simulation in multiple threads. * * If null value is passed for @a from_world parameter the world is detached from * sharing and returns to defaults for working memory, reservation policy and * memory manager as if just created. This can also be used to enable use of shared * memory for a world that has already had working memory allocated privately. * Normally using shared memory after a world has its private working memory allocated * is prohibited. * * Allocation policy used can only increase world's internal reserved memory size * and never decreases it. @c dWorldCleanupWorkingMemory can be used to release * working memory for a world in case if number of objects/joint decreases * significantly in it. * * With sharing working memory worlds also automatically share memory reservation * policy and memory manager. Thus, these parameters need to be customized for * initial world to be used as sharing source only. * * Failure result status means a memory allocation failure. * * @param w The world to use the shared memory with. * @param from_world Null or the world the shared memory is to be used from. * @returns 1 for success and 0 for failure. * * @ingroup world * @see dWorldCleanupWorkingMemory * @see dWorldSetStepMemoryReservationPolicy * @see dWorldSetStepMemoryManager */ ODE_API int dWorldUseSharedWorkingMemory(dWorldID w, dWorldID from_world/*=NULL*/); /** * @brief Release internal working memory allocated for world * * The worlds allocate working memory internally for simulation stepping. This * function can be used to free world's internal memory cache in case if number of * objects/joints in the world decreases significantly. By default, internal * allocation policy is used to only increase cache size as necessary and never * decrease it. * * If a world shares its working memory with other worlds the cache deletion * affects all the linked worlds. However the shared status itself remains intact. * * The function call does affect neither memory reservation policy nor memory manager. * * @param w The world to release working memory for. * * @ingroup world * @see dWorldUseSharedWorkingMemory * @see dWorldSetStepMemoryReservationPolicy * @see dWorldSetStepMemoryManager */ ODE_API void dWorldCleanupWorkingMemory(dWorldID w); #define dWORLDSTEP_RESERVEFACTOR_DEFAULT 1.2f #define dWORLDSTEP_RESERVESIZE_DEFAULT 65536U /** * @struct dWorldStepReserveInfo * @brief Memory reservation policy descriptor structure for world stepping functions. * * @c struct_size should be assigned the size of the structure. * * @c reserve_factor is a quotient that is multiplied by required memory size * to allocate extra reserve whenever reallocation is needed. * * @c reserve_minimum is a minimum size that is checked against whenever reallocation * is needed to allocate expected working memory minimum at once without extra * reallocations as number of bodies/joints grows. * * @ingroup world * @see dWorldSetStepMemoryReservationPolicy */ typedef struct { unsigned struct_size; float reserve_factor; // Use float as precision does not matter here unsigned reserve_minimum; } dWorldStepReserveInfo; /** * @brief Set memory reservation policy for world to be used with simulation stepping functions * * The function allows to customize reservation policy to be used for internal * memory which is allocated to aid simulation for a world. By default, values * of @c dWORLDSTEP_RESERVEFACTOR_DEFAULT and @c dWORLDSTEP_RESERVESIZE_DEFAULT * are used. * * Passing @a policyinfo argument as NULL results in reservation policy being * reset to defaults as if the world has been just created. The content of * @a policyinfo structure is copied internally and does not need to remain valid * after the call returns. * * If the world uses working memory sharing, changing memory reservation policy * affects all the worlds linked together. * * Failure result status means a memory allocation failure. * * @param w The world to change memory reservation policy for. * @param policyinfo Null or a pointer to policy descriptor structure. * @returns 1 for success and 0 for failure. * * @ingroup world * @see dWorldUseSharedWorkingMemory */ ODE_API int dWorldSetStepMemoryReservationPolicy(dWorldID w, const dWorldStepReserveInfo *policyinfo/*=NULL*/); /** * @struct dWorldStepMemoryFunctionsInfo * @brief World stepping memory manager descriptor structure * * This structure is intended to define the functions of memory manager to be used * with world stepping functions. * * @c struct_size should be assigned the size of the structure * * @c alloc_block is a function to allocate memory block of given size. * * @c shrink_block is a function to shrink existing memory block to a smaller size. * It must preserve the contents of block head while shrinking. The new block size * is guaranteed to be always less than the existing one. * * @c free_block is a function to delete existing memory block. * * @ingroup init * @see dWorldSetStepMemoryManager */ typedef struct { unsigned struct_size; void *(*alloc_block)(size_t block_size); void *(*shrink_block)(void *block_pointer, size_t block_current_size, size_t block_smaller_size); void (*free_block)(void *block_pointer, size_t block_current_size); } dWorldStepMemoryFunctionsInfo; /** * @brief Set memory manager for world to be used with simulation stepping functions * * The function allows to customize memory manager to be used for internal * memory allocation during simulation for a world. By default, @c dAlloc/@c dRealloc/@c dFree * based memory manager is used. * * Passing @a memfuncs argument as NULL results in memory manager being * reset to default one as if the world has been just created. The content of * @a memfuncs structure is copied internally and does not need to remain valid * after the call returns. * * If the world uses working memory sharing, changing memory manager * affects all the worlds linked together. * * Failure result status means a memory allocation failure. * * @param w The world to change memory reservation policy for. * @param memfuncs Null or a pointer to memory manager descriptor structure. * @returns 1 for success and 0 for failure. * * @ingroup world * @see dWorldUseSharedWorkingMemory */ ODE_API int dWorldSetStepMemoryManager(dWorldID w, const dWorldStepMemoryFunctionsInfo *memfuncs); /** * @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. * * Failure result status means that the memory allocation has failed for operation. * In such a case all the objects remain in unchanged state and simulation can be * retried as soon as more memory is available. * * @param w The world to be stepped * @param stepsize The number of seconds that the simulation has to advance. * @returns 1 for success and 0 for failure * * @ingroup world */ ODE_API int dWorldStep (dWorldID w, dReal stepsize); /** * @brief Quick-step the world. * * 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. * * 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. * * 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. * * Failure result status means that the memory allocation has failed for operation. * In such a case all the objects remain in unchanged state and simulation can be * retried as soon as more memory is available. * * @param w The world to be stepped * @param stepsize The number of seconds that the simulation has to advance. * @returns 1 for success and 0 for failure * * @ingroup world */ ODE_API int dWorldQuickStep (dWorldID w, 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 void dWorldImpulseToForce ( dWorldID, dReal stepsize, dReal ix, dReal iy, dReal iz, dVector3 force ); /** * @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 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 int dWorldGetQuickStepNumIterations (dWorldID); /** * @brief Set the SOR over-relaxation parameter * @ingroup world * @param over_relaxation value to use by SOR */ ODE_API void dWorldSetQuickStepW (dWorldID, dReal over_relaxation); /** * @brief Get the SOR over-relaxation parameter * @ingroup world * @returns the over-relaxation setting */ ODE_API 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 void dWorldSetContactMaxCorrectingVel (dWorldID, dReal vel); /** * @brief Get the maximum correcting velocity that contacts are allowed * to generated. * @ingroup world */ ODE_API 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 void dWorldSetContactSurfaceLayer (dWorldID, dReal depth); /** * @brief Get the depth of the surface layer around all geometry objects. * @ingroup world * @returns the depth */ ODE_API dReal dWorldGetContactSurfaceLayer (dWorldID); /** * @defgroup disable Automatic Enabling and Disabling * @ingroup world bodies * * 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 Get auto disable linear threshold for newly created bodies. * @ingroup disable * @return the threshold */ ODE_API dReal dWorldGetAutoDisableLinearThreshold (dWorldID); /** * @brief Set auto disable linear threshold for newly created bodies. * @param linear_threshold default is 0.01 * @ingroup disable */ ODE_API void dWorldSetAutoDisableLinearThreshold (dWorldID, dReal linear_threshold); /** * @brief Get auto disable angular threshold for newly created bodies. * @ingroup disable * @return the threshold */ ODE_API dReal dWorldGetAutoDisableAngularThreshold (dWorldID); /** * @brief Set auto disable angular threshold for newly created bodies. * @param linear_threshold default is 0.01 * @ingroup disable */ ODE_API 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 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 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 int dWorldGetAutoDisableSteps (dWorldID); /** * @brief Set auto disable steps for newly created bodies. * @ingroup disable * @param steps default is 10 */ ODE_API void dWorldSetAutoDisableSteps (dWorldID, int steps); /** * @brief Get auto disable time for newly created bodies. * @ingroup disable * @return nr of seconds */ ODE_API dReal dWorldGetAutoDisableTime (dWorldID); /** * @brief Set auto disable time for newly created bodies. * @ingroup disable * @param time default is 0 seconds */ ODE_API void dWorldSetAutoDisableTime (dWorldID, dReal time); /** * @brief Get auto disable flag for newly created bodies. * @ingroup disable * @return 0 or 1 */ ODE_API int dWorldGetAutoDisableFlag (dWorldID); /** * @brief Set auto disable flag for newly created bodies. * @ingroup disable * @param do_auto_disable default is false. */ ODE_API void dWorldSetAutoDisableFlag (dWorldID, int do_auto_disable); /** * @defgroup damping Damping * @ingroup bodies world * * Damping serves two purposes: reduce simulation instability, and to allow * the bodies to come to rest (and possibly auto-disabling them). * * Bodies are constructed using the world's current damping parameters. Setting * the scales to 0 disables the damping. * * Here is how it is done: after every time step linear and angular * velocities are tested against the corresponding thresholds. If they * are above, they are multiplied by (1 - scale). So a negative scale value * will actually increase the speed, and values greater than one will * make the object oscillate every step; both can make the simulation unstable. * * To disable damping just set the damping scale to zero. * * You can also limit the maximum angular velocity. In contrast to the damping * functions, the angular velocity is affected before the body is moved. * This means that it will introduce errors in joints that are forcing the body * to rotate too fast. Some bodies have naturally high angular velocities * (like cars' wheels), so you may want to give them a very high (like the default, * dInfinity) limit. * * @note The velocities are damped after the stepper function has moved the * object. Otherwise the damping could introduce errors in joints. First the * joint constraints are processed by the stepper (moving the body), then * the damping is applied. * * @note The damping happens right after the moved callback is called; this way * it still possible use the exact velocities the body has acquired during the * step. You can even use the callback to create your own customized damping. */ /** * @brief Get the world's linear damping threshold. * @ingroup damping */ ODE_API dReal dWorldGetLinearDampingThreshold (dWorldID w); /** * @brief Set the world's linear damping threshold. * @param threshold The damping won't be applied if the linear speed is * below this threshold. Default is 0.01. * @ingroup damping */ ODE_API void dWorldSetLinearDampingThreshold(dWorldID w, dReal threshold); /** * @brief Get the world's angular damping threshold. * @ingroup damping */ ODE_API dReal dWorldGetAngularDampingThreshold (dWorldID w); /** * @brief Set the world's angular damping threshold. * @param threshold The damping won't be applied if the angular speed is * below this threshold. Default is 0.01. * @ingroup damping */ ODE_API void dWorldSetAngularDampingThreshold(dWorldID w, dReal threshold); /** * @brief Get the world's linear damping scale. * @ingroup damping */ ODE_API dReal dWorldGetLinearDamping (dWorldID w); /** * @brief Set the world's linear damping scale. * @param scale The linear damping scale that is to be applied to bodies. * Default is 0 (no damping). Should be in the interval [0, 1]. * @ingroup damping */ ODE_API void dWorldSetLinearDamping (dWorldID w, dReal scale); /** * @brief Get the world's angular damping scale. * @ingroup damping */ ODE_API dReal dWorldGetAngularDamping (dWorldID w); /** * @brief Set the world's angular damping scale. * @param scale The angular damping scale that is to be applied to bodies. * Default is 0 (no damping). Should be in the interval [0, 1]. * @ingroup damping */ ODE_API void dWorldSetAngularDamping(dWorldID w, dReal scale); /** * @brief Convenience function to set body linear and angular scales. * @param linear_scale The linear damping scale that is to be applied to bodies. * @param angular_scale The angular damping scale that is to be applied to bodies. * @ingroup damping */ ODE_API void dWorldSetDamping(dWorldID w, dReal linear_scale, dReal angular_scale); /** * @brief Get the default maximum angular speed. * @ingroup damping * @sa dBodyGetMaxAngularSpeed() */ ODE_API dReal dWorldGetMaxAngularSpeed (dWorldID w); /** * @brief Set the default maximum angular speed for new bodies. * @ingroup damping * @sa dBodySetMaxAngularSpeed() */ ODE_API void dWorldSetMaxAngularSpeed (dWorldID w, dReal max_speed); /** * @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 disable * @return the threshold */ ODE_API dReal dBodyGetAutoDisableLinearThreshold (dBodyID); /** * @brief Set auto disable linear average threshold. * @ingroup bodies disable * @return the threshold */ ODE_API void dBodySetAutoDisableLinearThreshold (dBodyID, dReal linear_average_threshold); /** * @brief Get auto disable angular average threshold. * @ingroup bodies disable * @return the threshold */ ODE_API dReal dBodyGetAutoDisableAngularThreshold (dBodyID); /** * @brief Set auto disable angular average threshold. * @ingroup bodies disable * @return the threshold */ ODE_API void dBodySetAutoDisableAngularThreshold (dBodyID, dReal angular_average_threshold); /** * @brief Get auto disable average size (samples count). * @ingroup bodies disable * @return the nr of steps/size. */ ODE_API int dBodyGetAutoDisableAverageSamplesCount (dBodyID); /** * @brief Set auto disable average buffer size (average steps). * @ingroup bodies disable * @param average_samples_count the nr of samples to review. */ ODE_API void dBodySetAutoDisableAverageSamplesCount (dBodyID, unsigned int average_samples_count); /** * @brief Get auto steps a body must be thought of as idle to disable * @ingroup bodies disable * @return the nr of steps */ ODE_API int dBodyGetAutoDisableSteps (dBodyID); /** * @brief Set auto disable steps. * @ingroup bodies disable * @param steps the nr of steps. */ ODE_API void dBodySetAutoDisableSteps (dBodyID, int steps); /** * @brief Get auto disable time. * @ingroup bodies disable * @return nr of seconds */ ODE_API dReal dBodyGetAutoDisableTime (dBodyID); /** * @brief Set auto disable time. * @ingroup bodies disable * @param time nr of seconds. */ ODE_API void dBodySetAutoDisableTime (dBodyID, dReal time); /** * @brief Get auto disable flag. * @ingroup bodies disable * @return 0 or 1 */ ODE_API int dBodyGetAutoDisableFlag (dBodyID); /** * @brief Set auto disable flag. * @ingroup bodies disable * @param do_auto_disable 0 or 1 */ ODE_API 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 disable */ ODE_API void dBodySetAutoDisableDefaults (dBodyID); /** * @brief Retrieves the world attached to te given body. * @remarks * * @ingroup bodies */ ODE_API dWorldID dBodyGetWorld (dBodyID); /** * @brief Create a body in given world. * @remarks * Default mass parameters are at position (0,0,0). * @ingroup bodies */ ODE_API 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 void dBodyDestroy (dBodyID); /** * @brief Set the body's user-data pointer. * @ingroup bodies * @param data arbitraty pointer */ ODE_API 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 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 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 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 void dBodySetQuaternion (dBodyID, const dQuaternion q); /** * @brief Set the linear velocity of a body. * @ingroup bodies */ ODE_API void dBodySetLinearVel (dBodyID, dReal x, dReal y, dReal z); /** * @brief Set the angular velocity of a body. * @ingroup bodies */ ODE_API 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 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 void dBodyCopyPosition (dBodyID body, dVector3 pos); /** * @brief Get the rotation of a body. * @ingroup bodies * @return pointer to a 4x3 rotation matrix. */ ODE_API 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 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 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 void dBodyCopyQuaternion(dBodyID body, dQuaternion quat); /** * @brief Get the linear velocity of a body. * @ingroup bodies */ ODE_API const dReal * dBodyGetLinearVel (dBodyID); /** * @brief Get the angular velocity of a body. * @ingroup bodies */ ODE_API const dReal * dBodyGetAngularVel (dBodyID); /** * @brief Set the mass of a body. * @ingroup bodies */ ODE_API void dBodySetMass (dBodyID, const dMass *mass); /** * @brief Get the mass of a body. * @ingroup bodies */ ODE_API void dBodyGetMass (dBodyID, dMass *mass); /** * @brief Add force at centre of mass of body in absolute coordinates. * @ingroup bodies */ ODE_API 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 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 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 void dBodyAddRelTorque (dBodyID, dReal fx, dReal fy, dReal fz); /** * @brief Add force at specified point in body in global coordinates. * @ingroup bodies */ ODE_API 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 int dBodyGetFiniteRotationMode (dBodyID); /** * @brief Get the finite rotation axis. * @param result will contain the axis. * @ingroup bodies */ ODE_API 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 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 dJointID dBodyGetJoint (dBodyID, int index); /** * @brief Set rigid body to dynamic state (default). * @param dBodyID identification of body. * @ingroup bodies */ ODE_API void dBodySetDynamic (dBodyID); /** * @brief Set rigid body to kinematic state. * When in kinematic state the body isn't simulated as a dynamic * body (it's "unstoppable", doesn't respond to forces), * but can still affect dynamic bodies (e.g. in joints). * Kinematic bodies can be controlled by position and velocity. * @note A kinematic body has infinite mass. If you set its mass * to something else, it loses the kinematic state and behaves * as a normal dynamic body. * @param dBodyID identification of body. * @ingroup bodies */ ODE_API void dBodySetKinematic (dBodyID); /** * @brief Check wether a body is in kinematic state. * @ingroup bodies * @return 1 if a body is kinematic or 0 if it is dynamic. */ ODE_API int dBodyIsKinematic (dBodyID); /** * @brief Manually enable a body. * @param dBodyID identification of body. * @ingroup bodies */ ODE_API 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 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 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 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 int dBodyGetGravityMode (dBodyID b); /** * @brief Set the 'moved' callback of a body. * * Whenever a body has its position or rotation changed during the * timestep, the callback will be called (with body as the argument). * Use it to know which body may need an update in an external * structure (like a 3D engine). * * @param b the body that needs to be watched. * @param callback the callback to be invoked when the body moves. Set to zero * to disable. * @ingroup bodies */ ODE_API void dBodySetMovedCallback(dBodyID b, void (*callback)(dBodyID)); /** * @brief Return the first geom associated with the body. * * You can traverse through the geoms by repeatedly calling * dBodyGetNextGeom(). * * @return the first geom attached to this body, or 0. * @ingroup bodies */ ODE_API dGeomID dBodyGetFirstGeom (dBodyID b); /** * @brief returns the next geom associated with the same body. * @param g a geom attached to some body. * @return the next geom attached to the same body, or 0. * @sa dBodyGetFirstGeom * @ingroup bodies */ ODE_API dGeomID dBodyGetNextGeom (dGeomID g); /** * @brief Resets the damping settings to the current world's settings. * @ingroup bodies damping */ ODE_API void dBodySetDampingDefaults(dBodyID b); /** * @brief Get the body's linear damping scale. * @ingroup bodies damping */ ODE_API dReal dBodyGetLinearDamping (dBodyID b); /** * @brief Set the body's linear damping scale. * @param scale The linear damping scale. Should be in the interval [0, 1]. * @ingroup bodies damping * @remarks From now on the body will not use the world's linear damping * scale until dBodySetDampingDefaults() is called. * @sa dBodySetDampingDefaults() */ ODE_API void dBodySetLinearDamping(dBodyID b, dReal scale); /** * @brief Get the body's angular damping scale. * @ingroup bodies damping * @remarks If the body's angular damping scale was not set, this function * returns the world's angular damping scale. */ ODE_API dReal dBodyGetAngularDamping (dBodyID b); /** * @brief Set the body's angular damping scale. * @param scale The angular damping scale. Should be in the interval [0, 1]. * @ingroup bodies damping * @remarks From now on the body will not use the world's angular damping * scale until dBodyResetAngularDamping() is called. * @sa dBodyResetAngularDamping() */ ODE_API void dBodySetAngularDamping(dBodyID b, dReal scale); /** * @brief Convenience function to set linear and angular scales at once. * @param linear_scale The linear damping scale. Should be in the interval [0, 1]. * @param angular_scale The angular damping scale. Should be in the interval [0, 1]. * @ingroup bodies damping * @sa dBodySetLinearDamping() dBodySetAngularDamping() */ ODE_API void dBodySetDamping(dBodyID b, dReal linear_scale, dReal angular_scale); /** * @brief Get the body's linear damping threshold. * @ingroup bodies damping */ ODE_API dReal dBodyGetLinearDampingThreshold (dBodyID b); /** * @brief Set the body's linear damping threshold. * @param threshold The linear threshold to be used. Damping * is only applied if the linear speed is above this limit. * @ingroup bodies damping */ ODE_API void dBodySetLinearDampingThreshold(dBodyID b, dReal threshold); /** * @brief Get the body's angular damping threshold. * @ingroup bodies damping */ ODE_API dReal dBodyGetAngularDampingThreshold (dBodyID b); /** * @brief Set the body's angular damping threshold. * @param threshold The angular threshold to be used. Damping is * only used if the angular speed is above this limit. * @ingroup bodies damping */ ODE_API void dBodySetAngularDampingThreshold(dBodyID b, dReal threshold); /** * @brief Get the body's maximum angular speed. * @ingroup damping bodies * @sa dWorldGetMaxAngularSpeed() */ ODE_API dReal dBodyGetMaxAngularSpeed (dBodyID b); /** * @brief Set the body's maximum angular speed. * @ingroup damping bodies * @sa dWorldSetMaxAngularSpeed() dBodyResetMaxAngularSpeed() * The default value is dInfinity, but it's a good idea to limit * it at less than 500 if the body has the gyroscopic term * enabled. */ ODE_API void dBodySetMaxAngularSpeed(dBodyID b, dReal max_speed); /** * @brief Get the body's gyroscopic state. * * @return nonzero if gyroscopic term computation is enabled (default), * zero otherwise. * @ingroup bodies */ ODE_API int dBodyGetGyroscopicMode(dBodyID b); /** * @brief Enable/disable the body's gyroscopic term. * * Disabling the gyroscopic term of a body usually improves * stability. It also helps turning spining objects, like cars' * wheels. * * @param enabled nonzero (default) to enable gyroscopic term, 0 * to disable. * @ingroup bodies */ ODE_API void dBodySetGyroscopicMode(dBodyID b, int enabled); /** * @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 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 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 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 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 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 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 dJointID dJointCreatePR (dWorldID, dJointGroupID); /** * @brief Create a new joint of the PU (Prismatic and 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 dJointID dJointCreatePU (dWorldID, dJointGroupID); /** * @brief Create a new joint of the Piston 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 dJointID dJointCreatePiston (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 dJointID dJointCreateFixed (dWorldID, dJointGroupID); ODE_API 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 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 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 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 void dJointDestroy (dJointID); /** * @brief Create a joint group * @ingroup joints * @param max_size deprecated. Set to 0. */ ODE_API dJointGroupID dJointGroupCreate (int max_size); /** * @brief Destroy a joint group. * @ingroup joints * * All joints in the joint group will be destroyed. */ ODE_API 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 void dJointGroupEmpty (dJointGroupID); /** * @brief Return the number of bodies attached to the joint * @ingroup joints */ ODE_API int dJointGetNumBodies(dJointID); /** * @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 void dJointAttach (dJointID, dBodyID body1, dBodyID body2); /** * @brief Manually enable a joint. * @param dJointID identification of joint. * @ingroup joints */ ODE_API void dJointEnable (dJointID); /** * @brief Manually disable a joint. * @ingroup joints * @remarks * A disabled joint will not affect the simulation, but will maintain the anchors and * axes so it can be enabled later. */ ODE_API void dJointDisable (dJointID); /** * @brief Check wether a joint is enabled. * @ingroup joints * @return 1 if a joint is currently enabled or 0 if it is disabled. */ ODE_API int dJointIsEnabled (dJointID); /** * @brief Set the user-data pointer * @ingroup joints */ ODE_API void dJointSetData (dJointID, void *data); /** * @brief Get the user-data pointer * @ingroup joints */ ODE_API void *dJointGetData (dJointID); /** * @brief Get the type of the joint * @ingroup joints * @return the type, being one of these: * \li dJointTypeBall * \li dJointTypeHinge * \li dJointTypeSlider * \li dJointTypeContact * \li dJointTypeUniversal * \li dJointTypeHinge2 * \li dJointTypeFixed * \li dJointTypeNull * \li dJointTypeAMotor * \li dJointTypeLMotor * \li dJointTypePlane2D * \li dJointTypePR * \li dJointTypePU * \li dJointTypePiston */ ODE_API dJointType 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 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 void dJointSetFeedback (dJointID, dJointFeedback *); /** * @brief Gets the datastructure that is to receive the feedback. * @ingroup joints */ ODE_API 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 void dJointSetBallAnchor (dJointID, dReal x, dReal y, dReal z); /** * @brief Set the joint anchor point. * @ingroup joints */ ODE_API void dJointSetBallAnchor2 (dJointID, dReal x, dReal y, dReal z); /** * @brief Param setting for Ball joints * @ingroup joints */ ODE_API void dJointSetBallParam (dJointID, int parameter, dReal value); /** * @brief Set hinge anchor parameter. * @ingroup joints */ ODE_API void dJointSetHingeAnchor (dJointID, dReal x, dReal y, dReal z); ODE_API void dJointSetHingeAnchorDelta (dJointID, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az); /** * @brief Set hinge axis. * @ingroup joints */ ODE_API void dJointSetHingeAxis (dJointID, dReal x, dReal y, dReal z); /** * @brief Set the Hinge axis as if the 2 bodies were already at angle appart. * @ingroup joints * * This function initialize the Axis and the relative orientation of each body * as if body1 was rotated around the axis by the angle value. \br * Ex: *
 * dJointSetHingeAxis(jId, 1, 0, 0);
 * // If you request the position you will have: dJointGetHingeAngle(jId) == 0
 * dJointSetHingeAxisDelta(jId, 1, 0, 0, 0.23);
 * // If you request the position you will have: dJointGetHingeAngle(jId) == 0.23
 * 
* @param j The Hinge joint ID for which the axis will be set * @param x The X component of the axis in world frame * @param y The Y component of the axis in world frame * @param z The Z component of the axis in world frame * @param angle The angle for the offset of the relative orientation. * As if body1 was rotated by angle when the Axis was set (see below). * The rotation is around the new Hinge axis. * * @note Usually the function dJointSetHingeAxis set the current position of body1 * and body2 as the zero angle position. This function set the current position * as the if the 2 bodies where \b angle appart. * @warning Calling dJointSetHingeAnchor or dJointSetHingeAxis will reset the "zero" * angle position. */ ODE_API void dJointSetHingeAxisOffset (dJointID j, dReal x, dReal y, dReal z, dReal angle); /** * @brief set joint parameter * @ingroup joints */ ODE_API 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 void dJointAddHingeTorque(dJointID joint, dReal torque); /** * @brief set the joint axis * @ingroup joints */ ODE_API void dJointSetSliderAxis (dJointID, dReal x, dReal y, dReal z); /** * @ingroup joints */ ODE_API void dJointSetSliderAxisDelta (dJointID, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az); /** * @brief set joint parameter * @ingroup joints */ ODE_API 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 void dJointAddSliderForce(dJointID joint, dReal force); /** * @brief set anchor * @ingroup joints */ ODE_API void dJointSetHinge2Anchor (dJointID, dReal x, dReal y, dReal z); /** * @brief set axis * @ingroup joints */ ODE_API void dJointSetHinge2Axis1 (dJointID, dReal x, dReal y, dReal z); /** * @brief set axis * @ingroup joints */ ODE_API void dJointSetHinge2Axis2 (dJointID, dReal x, dReal y, dReal z); /** * @brief set joint parameter * @ingroup joints */ ODE_API 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 void dJointAddHinge2Torques(dJointID joint, dReal torque1, dReal torque2); /** * @brief set anchor * @ingroup joints */ ODE_API void dJointSetUniversalAnchor (dJointID, dReal x, dReal y, dReal z); /** * @brief set axis * @ingroup joints */ ODE_API void dJointSetUniversalAxis1 (dJointID, dReal x, dReal y, dReal z); /** * @brief Set the Universal axis1 as if the 2 bodies were already at * offset1 and offset2 appart with respect to axis1 and axis2. * @ingroup joints * * This function initialize the axis1 and the relative orientation of * each body as if body1 was rotated around the new axis1 by the offset1 * value and as if body2 was rotated around the axis2 by offset2. \br * Ex: *
 * dJointSetHuniversalAxis1(jId, 1, 0, 0);
 * // If you request the position you will have: dJointGetUniversalAngle1(jId) == 0
 * // If you request the position you will have: dJointGetUniversalAngle2(jId) == 0
 * dJointSetHuniversalAxis1Offset(jId, 1, 0, 0, 0.2, 0.17);
 * // If you request the position you will have: dJointGetUniversalAngle1(jId) == 0.2
 * // If you request the position you will have: dJointGetUniversalAngle2(jId) == 0.17
 * 
* * @param j The Hinge joint ID for which the axis will be set * @param x The X component of the axis in world frame * @param y The Y component of the axis in world frame * @param z The Z component of the axis in world frame * @param angle The angle for the offset of the relative orientation. * As if body1 was rotated by angle when the Axis was set (see below). * The rotation is around the new Hinge axis. * * @note Usually the function dJointSetHingeAxis set the current position of body1 * and body2 as the zero angle position. This function set the current position * as the if the 2 bodies where \b offsets appart. * * @note Any previous offsets are erased. * * @warning Calling dJointSetUniversalAnchor, dJointSetUnivesalAxis1, * dJointSetUniversalAxis2, dJointSetUniversalAxis2Offset * will reset the "zero" angle position. */ ODE_API void dJointSetUniversalAxis1Offset (dJointID, dReal x, dReal y, dReal z, dReal offset1, dReal offset2); /** * @brief set axis * @ingroup joints */ ODE_API void dJointSetUniversalAxis2 (dJointID, dReal x, dReal y, dReal z); /** * @brief Set the Universal axis2 as if the 2 bodies were already at * offset1 and offset2 appart with respect to axis1 and axis2. * @ingroup joints * * This function initialize the axis2 and the relative orientation of * each body as if body1 was rotated around the axis1 by the offset1 * value and as if body2 was rotated around the new axis2 by offset2. \br * Ex: *
 * dJointSetHuniversalAxis2(jId, 0, 1, 0);
 * // If you request the position you will have: dJointGetUniversalAngle1(jId) == 0
 * // If you request the position you will have: dJointGetUniversalAngle2(jId) == 0
 * dJointSetHuniversalAxis2Offset(jId, 0, 1, 0, 0.2, 0.17);
 * // If you request the position you will have: dJointGetUniversalAngle1(jId) == 0.2
 * // If you request the position you will have: dJointGetUniversalAngle2(jId) == 0.17
 * 
* @param j The Hinge joint ID for which the axis will be set * @param x The X component of the axis in world frame * @param y The Y component of the axis in world frame * @param z The Z component of the axis in world frame * @param angle The angle for the offset of the relative orientation. * As if body1 was rotated by angle when the Axis was set (see below). * The rotation is around the new Hinge axis. * * @note Usually the function dJointSetHingeAxis set the current position of body1 * and body2 as the zero angle position. This function set the current position * as the if the 2 bodies where \b offsets appart. * * @note Any previous offsets are erased. * * @warning Calling dJointSetUniversalAnchor, dJointSetUnivesalAxis1, * dJointSetUniversalAxis2, dJointSetUniversalAxis2Offset * will reset the "zero" angle position. */ ODE_API void dJointSetUniversalAxis2Offset (dJointID, dReal x, dReal y, dReal z, dReal offset1, dReal offset2); /** * @brief set joint parameter * @ingroup joints */ ODE_API 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 void dJointAddUniversalTorques(dJointID joint, dReal torque1, dReal torque2); /** * @brief set anchor * @ingroup joints */ ODE_API void dJointSetPRAnchor (dJointID, dReal x, dReal y, dReal z); /** * @brief set the axis for the prismatic articulation * @ingroup joints */ ODE_API void dJointSetPRAxis1 (dJointID, dReal x, dReal y, dReal z); /** * @brief set the axis for the rotoide articulation * @ingroup joints */ ODE_API 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 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 void dJointAddPRTorque (dJointID j, dReal torque); /** * @brief set anchor * @ingroup joints */ ODE_API void dJointSetPUAnchor (dJointID, dReal x, dReal y, dReal z); /** * @brief set anchor * @ingroup joints */ ODE_API_DEPRECATED ODE_API void dJointSetPUAnchorDelta (dJointID, dReal x, dReal y, dReal z, dReal dx, dReal dy, dReal dz); /** * @brief Set the PU anchor as if the 2 bodies were already at [dx, dy, dz] appart. * @ingroup joints * * This function initialize the anchor and the relative position of each body * as if the position between body1 and body2 was already the projection of [dx, dy, dz] * along the Piston axis. (i.e as if the body1 was at its current position - [dx,dy,dy] when the * axis is set). * Ex: *
   * dReal offset = 3;
   * dVector3 axis;
   * dJointGetPUAxis(jId, axis);
   * dJointSetPUAnchor(jId, 0, 0, 0);
   * // If you request the position you will have: dJointGetPUPosition(jId) == 0
   * dJointSetPUAnchorOffset(jId, 0, 0, 0, axis[X]*offset, axis[Y]*offset, axis[Z]*offset);
   * // If you request the position you will have: dJointGetPUPosition(jId) == offset
   * 
* @param j The PU joint for which the anchor point will be set * @param x The X position of the anchor point in world frame * @param y The Y position of the anchor point in world frame * @param z The Z position of the anchor point in world frame * @param dx A delta to be substracted to the X position as if the anchor was set * when body1 was at current_position[X] - dx * @param dx A delta to be substracted to the Y position as if the anchor was set * when body1 was at current_position[Y] - dy * @param dx A delta to be substracted to the Z position as if the anchor was set * when body1 was at current_position[Z] - dz */ ODE_API void dJointSetPUAnchorOffset (dJointID, dReal x, dReal y, dReal z, dReal dx, dReal dy, dReal dz); /** * @brief set the axis for the first axis or the universal articulation * @ingroup joints */ ODE_API void dJointSetPUAxis1 (dJointID, dReal x, dReal y, dReal z); /** * @brief set the axis for the second axis or the universal articulation * @ingroup joints */ ODE_API void dJointSetPUAxis2 (dJointID, dReal x, dReal y, dReal z); /** * @brief set the axis for the prismatic articulation * @ingroup joints */ ODE_API void dJointSetPUAxis3 (dJointID, dReal x, dReal y, dReal z); /** * @brief set the axis for the prismatic articulation * @ingroup joints * @note This function was added for convenience it is the same as * dJointSetPUAxis3 */ ODE_API void dJointSetPUAxisP (dJointID id, dReal x, dReal y, dReal z); /** * @brief set joint parameter * @ingroup joints * * @note parameterX where X equal 2 refer to parameter for second axis of the * universal articulation * @note parameterX where X equal 3 refer to parameter for prismatic * articulation */ ODE_API void dJointSetPUParam (dJointID, int parameter, dReal value); /** * @brief Applies the torque about the rotoide axis of the PU 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 void dJointAddPUTorque (dJointID j, dReal torque); /** * @brief set the joint anchor * @ingroup joints */ ODE_API void dJointSetPistonAnchor (dJointID, dReal x, dReal y, dReal z); /** * @brief Set the Piston anchor as if the 2 bodies were already at [dx,dy, dz] appart. * @ingroup joints * * This function initialize the anchor and the relative position of each body * as if the position between body1 and body2 was already the projection of [dx, dy, dz] * along the Piston axis. (i.e as if the body1 was at its current position - [dx,dy,dy] when the * axis is set). * Ex: *
   * dReal offset = 3;
   * dVector3 axis;
   * dJointGetPistonAxis(jId, axis);
   * dJointSetPistonAnchor(jId, 0, 0, 0);
   * // If you request the position you will have: dJointGetPistonPosition(jId) == 0
   * dJointSetPistonAnchorOffset(jId, 0, 0, 0, axis[X]*offset, axis[Y]*offset, axis[Z]*offset);
   * // If you request the position you will have: dJointGetPistonPosition(jId) == offset
   * 
* @param j The Piston joint for which the anchor point will be set * @param x The X position of the anchor point in world frame * @param y The Y position of the anchor point in world frame * @param z The Z position of the anchor point in world frame * @param dx A delta to be substracted to the X position as if the anchor was set * when body1 was at current_position[X] - dx * @param dx A delta to be substracted to the Y position as if the anchor was set * when body1 was at current_position[Y] - dy * @param dx A delta to be substracted to the Z position as if the anchor was set * when body1 was at current_position[Z] - dz */ ODE_API void dJointSetPistonAnchorOffset(dJointID j, dReal x, dReal y, dReal z, dReal dx, dReal dy, dReal dz); /** * @brief set the joint axis * @ingroup joints */ ODE_API void dJointSetPistonAxis (dJointID, dReal x, dReal y, dReal z); /** * This function set prismatic axis of the joint and also set the position * of the joint. * * @ingroup joints * @param j The joint affected by this function * @param x The x component of the axis * @param y The y component of the axis * @param z The z component of the axis * @param dx The Initial position of the prismatic join in the x direction * @param dy The Initial position of the prismatic join in the y direction * @param dz The Initial position of the prismatic join in the z direction */ ODE_API_DEPRECATED ODE_API void dJointSetPistonAxisDelta (dJointID j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az); /** * @brief set joint parameter * @ingroup joints */ ODE_API void dJointSetPistonParam (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 * prismatic'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 void dJointAddPistonForce (dJointID joint, dReal force); /** * @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 void dJointSetFixed (dJointID); /* * @brief Sets joint parameter * * @ingroup joints */ ODE_API void dJointSetFixedParam (dJointID, int parameter, dReal value); /** * @brief set the nr of axes * @param num 0..3 * @ingroup joints */ ODE_API void dJointSetAMotorNumAxes (dJointID, int num); /** * @brief set axis * @ingroup joints */ ODE_API 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 void dJointSetAMotorAngle (dJointID, int anum, dReal angle); /** * @brief set joint parameter * @ingroup joints */ ODE_API void dJointSetAMotorParam (dJointID, int parameter, dReal value); /** * @brief set mode * @ingroup joints */ ODE_API 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 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 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 void dJointSetLMotorAxis (dJointID, int anum, int rel, dReal x, dReal y, dReal z); /** * @brief set joint parameter * @ingroup joints */ ODE_API void dJointSetLMotorParam (dJointID, int parameter, dReal value); /** * @ingroup joints */ ODE_API void dJointSetPlane2DXParam (dJointID, int parameter, dReal value); /** * @ingroup joints */ ODE_API void dJointSetPlane2DYParam (dJointID, int parameter, dReal value); /** * @ingroup joints */ ODE_API 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 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 void dJointGetBallAnchor2 (dJointID, dVector3 result); /** * @brief get joint parameter * @ingroup joints */ ODE_API dReal dJointGetBallParam (dJointID, int parameter); /** * @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 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 void dJointGetHingeAnchor2 (dJointID, dVector3 result); /** * @brief get axis * @ingroup joints */ ODE_API void dJointGetHingeAxis (dJointID, dVector3 result); /** * @brief get joint parameter * @ingroup joints */ ODE_API 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. * Give the relative rotation with respect to the Hinge axis of Body 1 with * respect to Body 2. * 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 dReal dJointGetHingeAngle (dJointID); /** * @brief Get the hinge angle time derivative. * @ingroup joints */ ODE_API 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. * The position is the distance, with respect to the zero position, * along the slider axis of body 1 with respect to * body 2. (A NULL body is replaced by the world). * @ingroup joints */ ODE_API dReal dJointGetSliderPosition (dJointID); /** * @brief Get the slider linear position's time derivative. * @ingroup joints */ ODE_API dReal dJointGetSliderPositionRate (dJointID); /** * @brief Get the slider axis * @ingroup joints */ ODE_API void dJointGetSliderAxis (dJointID, dVector3 result); /** * @brief get joint parameter * @ingroup joints */ ODE_API 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 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 void dJointGetHinge2Anchor2 (dJointID, dVector3 result); /** * @brief Get joint axis * @ingroup joints */ ODE_API void dJointGetHinge2Axis1 (dJointID, dVector3 result); /** * @brief Get joint axis * @ingroup joints */ ODE_API void dJointGetHinge2Axis2 (dJointID, dVector3 result); /** * @brief get joint parameter * @ingroup joints */ ODE_API dReal dJointGetHinge2Param (dJointID, int parameter); /** * @brief Get angle * @ingroup joints */ ODE_API dReal dJointGetHinge2Angle1 (dJointID); /** * @brief Get time derivative of angle * @ingroup joints */ ODE_API dReal dJointGetHinge2Angle1Rate (dJointID); /** * @brief Get time derivative of angle * @ingroup joints */ ODE_API 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 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 void dJointGetUniversalAnchor2 (dJointID, dVector3 result); /** * @brief Get axis * @ingroup joints */ ODE_API void dJointGetUniversalAxis1 (dJointID, dVector3 result); /** * @brief Get axis * @ingroup joints */ ODE_API void dJointGetUniversalAxis2 (dJointID, dVector3 result); /** * @brief get joint parameter * @ingroup joints */ ODE_API 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 void dJointGetUniversalAngles (dJointID, dReal *angle1, dReal *angle2); /** * @brief Get angle * @ingroup joints */ ODE_API dReal dJointGetUniversalAngle1 (dJointID); /** * @brief Get angle * @ingroup joints */ ODE_API dReal dJointGetUniversalAngle2 (dJointID); /** * @brief Get time derivative of angle * @ingroup joints */ ODE_API dReal dJointGetUniversalAngle1Rate (dJointID); /** * @brief Get time derivative of angle * @ingroup joints */ ODE_API 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 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 dReal dJointGetPRPosition (dJointID); /** * @brief Get the PR linear position's time derivative * * @ingroup joints */ ODE_API dReal dJointGetPRPositionRate (dJointID); /** * @brief Get the PR angular position (i.e. the twist between the 2 bodies) * * 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 dReal dJointGetPRAngle (dJointID); /** * @brief Get the PR angular position's time derivative * * @ingroup joints */ ODE_API dReal dJointGetPRAngleRate (dJointID); /** * @brief Get the prismatic axis * @ingroup joints */ ODE_API void dJointGetPRAxis1 (dJointID, dVector3 result); /** * @brief Get the Rotoide axis * @ingroup joints */ ODE_API void dJointGetPRAxis2 (dJointID, dVector3 result); /** * @brief get joint parameter * @ingroup joints */ ODE_API dReal dJointGetPRParam (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 void dJointGetPUAnchor (dJointID, dVector3 result); /** * @brief Get the PU 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 dReal dJointGetPUPosition (dJointID); /** * @brief Get the PR linear position's time derivative * * @ingroup joints */ ODE_API dReal dJointGetPUPositionRate (dJointID); /** * @brief Get the first axis of the universal component of the joint * @ingroup joints */ ODE_API void dJointGetPUAxis1 (dJointID, dVector3 result); /** * @brief Get the second axis of the Universal component of the joint * @ingroup joints */ ODE_API void dJointGetPUAxis2 (dJointID, dVector3 result); /** * @brief Get the prismatic axis * @ingroup joints */ ODE_API void dJointGetPUAxis3 (dJointID, dVector3 result); /** * @brief Get the prismatic axis * @ingroup joints * * @note This function was added for convenience it is the same as * dJointGetPUAxis3 */ ODE_API void dJointGetPUAxisP (dJointID id, dVector3 result); /** * @brief Get both angles at the same time. * @ingroup joints * * @param joint The Prismatic 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 dJointGetPUAngle1 and dJointGetPUAngle2 together * and try to avoid redundant calculation */ ODE_API void dJointGetPUAngles (dJointID, dReal *angle1, dReal *angle2); /** * @brief Get angle * @ingroup joints */ ODE_API dReal dJointGetPUAngle1 (dJointID); /** * @brief * @brief Get time derivative of angle1 * * @ingroup joints */ ODE_API dReal dJointGetPUAngle1Rate (dJointID); /** * @brief Get angle * @ingroup joints */ ODE_API dReal dJointGetPUAngle2 (dJointID); /** * @brief * @brief Get time derivative of angle2 * * @ingroup joints */ ODE_API dReal dJointGetPUAngle2Rate (dJointID); /** * @brief get joint parameter * @ingroup joints */ ODE_API dReal dJointGetPUParam (dJointID, int parameter); /** * @brief Get the Piston linear position (i.e. the piston'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 dReal dJointGetPistonPosition (dJointID); /** * @brief Get the piston linear position's time derivative. * @ingroup joints */ ODE_API dReal dJointGetPistonPositionRate (dJointID); /** * @brief Get the Piston angular position (i.e. the twist between the 2 bodies) * * 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 dReal dJointGetPistonAngle (dJointID); /** * @brief Get the piston angular position's time derivative. * @ingroup joints */ ODE_API dReal dJointGetPistonAngleRate (dJointID); /** * @brief Get the joint anchor * * This returns the point on body 1. If the joint is perfectly satisfied, * this will be the same as the point on body 2 in direction perpendicular * to the prismatic axis. * * @ingroup joints */ ODE_API void dJointGetPistonAnchor (dJointID, dVector3 result); /** * @brief Get the joint anchor w.r.t. body 2 * * This returns the point on body 2. You can think of a Piston * joint as trying to keep the result of dJointGetPistonAnchor() and * dJointGetPistonAnchor2() the same in the direction perpendicular to the * pirsmatic axis. If the joint is perfectly satisfied, * this function will return the same value as dJointGetPistonAnchor() to * within roundoff errors. dJointGetPistonAnchor2() can be used, along with * dJointGetPistonAnchor(), to see how far the joint has come apart. * * @ingroup joints */ ODE_API void dJointGetPistonAnchor2 (dJointID, dVector3 result); /** * @brief Get the prismatic axis (This is also the rotoide axis. * @ingroup joints */ ODE_API void dJointGetPistonAxis (dJointID, dVector3 result); /** * @brief get joint parameter * @ingroup joints */ ODE_API dReal dJointGetPistonParam (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 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 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 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 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 dReal dJointGetAMotorAngleRate (dJointID, int anum); /** * @brief get joint parameter * @ingroup joints */ ODE_API 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 int dJointGetAMotorMode (dJointID); /** * @brief Get nr of axes. * @ingroup joints */ ODE_API int dJointGetLMotorNumAxes (dJointID); /** * @brief Get axis. * @ingroup joints */ ODE_API void dJointGetLMotorAxis (dJointID, int anum, dVector3 result); /** * @brief get joint parameter * @ingroup joints */ ODE_API dReal dJointGetLMotorParam (dJointID, int parameter); /** * @brief get joint parameter * @ingroup joints */ ODE_API dReal dJointGetFixedParam (dJointID, int parameter); /** * @ingroup joints */ ODE_API dJointID dConnectingJoint (dBodyID, dBodyID); /** * @ingroup joints */ ODE_API 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 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 int dAreConnectedExcluding (dBodyID body1, dBodyID body2, int joint_type); #ifdef __cplusplus } #endif #endif