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)); }