/* bodies */

dBodyID dBodyCreate (dWorldID);
void dBodyDestroy (dBodyID);

void dBodySetData (dBodyID, void *data);
void *dBodyGetData (dBodyID);

void dBodySetPosition (dBodyID, dReal x, dReal y, dReal z);
void dBodySetRotation (dBodyID, const dMatrix3 R);
void dBodySetQuaternion (dBodyID, const dQuaternion q);
void dBodySetLinearVel (dBodyID, dReal x, dReal y, dReal z);
void dBodySetAngularVel (dBodyID, dReal x, dReal y, dReal z);
const dReal * dBodyGetPosition (dBodyID);
const dReal * dBodyGetRotation (dBodyID); /* ptr to 4×3 rot matrix */
const dReal * dBodyGetQuaternion (dBodyID);
const dReal * dBodyGetLinearVel (dBodyID);
const dReal * dBodyGetAngularVel (dBodyID);

void dBodySetMass (dBodyID, const dMass *mass);
void dBodyGetMass (dBodyID, dMass *mass);

void dBodyAddForce (dBodyID, dReal fx, dReal fy, dReal fz);
void dBodyAddTorque (dBodyID, dReal fx, dReal fy, dReal fz);
void dBodyAddRelForce (dBodyID, dReal fx, dReal fy, dReal fz);
void dBodyAddRelTorque (dBodyID, dReal fx, dReal fy, dReal fz);
void dBodyAddForceAtPos (dBodyID, dReal fx, dReal fy, dReal fz,
dReal px, dReal py, dReal pz);
void dBodyAddForceAtRelPos (dBodyID, dReal fx, dReal fy, dReal fz,
dReal px, dReal py, dReal pz);
void dBodyAddRelForceAtPos (dBodyID, dReal fx, dReal fy, dReal fz,
dReal px, dReal py, dReal pz);
void dBodyAddRelForceAtRelPos (dBodyID, dReal fx, dReal fy, dReal fz,
dReal px, dReal py, dReal pz);