Set the Universal axis1 as if the 2 bodies were already at
offset1 and offset2 appart with respect to axis1 and axis2.
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.
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
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.