I have been struggling trying to set the angular velocity of a physicsImposter with its local velocities not its “global”
IE if I pitch a model 90deg then try to roll it it will do a “yaw” instead in relation to the global axes
I have tried:
var playerBody = this.player.physicsImpostor
var currentYPR = playerBody.getAngularVelocity()
var m = new BABYLON.Matrix();
this.player.rotationQuaternion.toRotationMatrix(m);
currentYPR = BABYLON.Vector3.TransformCoordinates(currentYPR, m);
but this does not give me the desired effect.