( entity, VECTOR* speed );
the angular velocity vector of the actor. The angular velocity vector can be visualized as the axis of
the desired rotation, and the magnitude of this vector determines the
desired speed in degrees per second, e.g. (0,0,10) will make an object
spin around the global z-axis with a speed of 10 degrees per second.
registered Entity pointer (Actor)
This vector defines the angular velocity of the
Nonzero if successful, 0
a velocity large enough to carry an actor outside of the range of a
float is a user error and might produce artifacts; this situation
should be avoided.
that if you continuously set the angular velocity of an actor
yourself, forces such as friction will not be able to rotate the
actor, because forces directly influence only the velocity /
call wakes the actor if it is sleeping.
pXent_setangvelocity(my, vector(10, 0, 0)); // set angular velocity in PAN rotation.