Well, I decided to give up trying to implement my own physics engine (GEE WHIZ it’s hard to do!). JBullet seems to be the only actively developed 3D physics engine for Java now, so I’m trying to implement it instead.
I’ve gotten it hooked up to my engine, and am able to feed the data into JBullet and get accurate data back, except for one thing: rotational information. It looks like JBullet handles all rotations via quaternions, which although isn’t surprising in the slightest, doesn’t mesh with my non-quaternion engine. So, before I go and rewrite my engine to use quaternions instead of the traditional glRotatef, is there a way to easily convert JBullet rotational information into a 3-function call to glRotatef (one for each axis)?