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    Function toRapierAngularVector3

    • Converts an AngularVelocityInput — or a torque, or an angular impulse, all of which are axial vectors — to Rapier's { x, y, z } form (§21, §23, §26).

      A number is the scalar rate about +Z and widens to (0, 0, w), which is resolveAngularVelocity's rule and therefore the same in both dimensions. This is where 3D differs most from 2D: there the angular quantities collapse to a scalar, here they stay vectors all the way into the solver.

      Parameters

      Returns RapierVector3