In my "OpenGL code" I rotate my changing the model view matrix with the code (glm math library):
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glm::mat4 model; model = glm::rotate(model, angle, v);
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btTransform transform;
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glm::mat4 model; model = glm::rotate(model, angle, v);
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btTransform transform;
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btTransform transform;
btQuaternion qtn;
transform.setIdentity();
transform.setOrigin(btVector3(mesh->transform->origin.x, mesh->transform->origin.y, mesh->transform->origin.z));
glm::quat qt = glm::quat_cast(mesh->transform->model);
glm::vec3 eulerAngles = glm::eulerAngles(qt) * 3.14159f / 180.f;
qtn.setEuler(eulerAngles.x, eulerAngles.y , eulerAngles.z);
transform.setRotation(qtn);