Directly rotate a physics entity or character controller about its current orientation or to an absolute angle.
registered physics entity, kinematic entity, or character controller.
Euler angle added to the current entity angle.
Euler angle to replace the current entity angle.
Kinematic entities (NX_BF_KINEMATIC) and character controllers (PH_CHAR) are rotated with collision detection. Depending on friction, relative angle changes must exceed a certain threshold for rotating the entity.
Kinematic entities and character controllers need several frames for completing a rotation. This reduces their effective rotation speed when a relative angle is used.
When this function is called for normal (non-kinematic) physics entities, the entity is immediately rotated to the new orientation, without collision detection. No entities must be rotated into other entities, thus causing interpenetration (an invalid physical state). Entities connected with joints, or static physics entities can not be rotated.