float CPhysicsObject::CalculateAngularDrag( const Vector &objectSpaceRotationAxis ) const
{
	IVP_U_Float_Point ivpAxis;
	ConvertDirectionToIVP( objectSpaceRotationAxis, ivpAxis );

	// drag factor is per-radian, convert to per-degree
	return GetAngularDragInDirection( ivpAxis ) * DEG2RAD(1.0);
}
float CPhysicsObject::CalculateAngularDrag(const Vector &objectSpaceRotationAxis) const {
	btVector3 bull_unitDirection;
	ConvertDirectionToBull(objectSpaceRotationAxis, bull_unitDirection);
	return DEG2RAD(GetAngularDragInDirection(bull_unitDirection));
}