Using cannon physics it is possible to change the connected axis vector after the joint is created. I cant figure out how to achieve same behavior with Ammo.
Here is an example where after hitting a button the angle is changed.
I think native ammo doesnt allow changing this axis at least I cant figure it out.
I tried to achieve same functionality with parenting axle box to some chassis box and then rotating axle but I think constrain joints dont like meshes with imposters parenting.
Setting pivot matrix will only change the way the mesh’s origin is interpreted.
For a wheel, I would use Hinge and Hinge2 like in this example:
Difference between physics engine is noticeable for simple rigid bodies but even more with Joints. Tweaking with 1 physics engine might not give good results with another. I would suggest to focus on 1 physics engine.