Class Quaternionf
- java.lang.Object
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- org.joml.Quaternionf
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- All Implemented Interfaces:
java.io.Externalizable
,java.io.Serializable
,java.lang.Cloneable
,Quaternionfc
public class Quaternionf extends java.lang.Object implements java.io.Externalizable, java.lang.Cloneable, Quaternionfc
Quaternion of 4 single-precision floats which can represent rotation and uniform scaling.- Author:
- Richard Greenlees, Kai Burjack
- See Also:
- Serialized Form
-
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Constructor Summary
Constructors Constructor Description Quaternionf()
Create a newQuaternionf
and initialize it with(x=0, y=0, z=0, w=1)
, where(x, y, z)
is the vector part of the quaternion andw
is the real/scalar part.Quaternionf(double x, double y, double z, double w)
Create a newQuaternionf
and initialize its components to the given values.Quaternionf(float x, float y, float z, float w)
Create a newQuaternionf
and initialize its components to the given values.Quaternionf(AxisAngle4d axisAngle)
Create a newQuaterniond
which represents the rotation of the givenAxisAngle4d
.Quaternionf(AxisAngle4f axisAngle)
Create a newQuaternionf
which represents the rotation of the givenAxisAngle4f
.Quaternionf(Quaterniondc source)
Create a newQuaternionf
and initialize its components to the same values as the givenQuaterniondc
.Quaternionf(Quaternionfc source)
Create a newQuaternionf
and initialize its components to the same values as the givenQuaternionfc
.
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Method Summary
All Methods Static Methods Instance Methods Concrete Methods Modifier and Type Method Description Quaternionf
add(float x, float y, float z, float w)
Add the quaternion(x, y, z, w)
to this quaternion.Quaternionf
add(float x, float y, float z, float w, Quaternionf dest)
Add the quaternion(x, y, z, w)
to this quaternion and store the result indest
.Quaternionf
add(Quaternionfc q2)
Addq2
to this quaternion.Quaternionf
add(Quaternionfc q2, Quaternionf dest)
Addq2
to this quaternion and store the result indest
.float
angle()
Return the angle in radians represented by this normalized quaternion rotation.java.lang.Object
clone()
Quaternionf
conjugate()
Conjugate this quaternion.Quaternionf
conjugate(Quaternionf dest)
Conjugate this quaternion and store the result indest
.Quaternionf
conjugateBy(Quaternionfc q)
Conjugatethis
by the given quaternionq
by computingq * this * q^-1
.Quaternionf
conjugateBy(Quaternionfc q, Quaternionf dest)
Conjugatethis
by the given quaternionq
by computingq * this * q^-1
and store the result intodest
.Quaternionf
difference(Quaternionf other)
Compute the difference betweenthis
and theother
quaternion and store the result inthis
.Quaternionf
difference(Quaternionfc other, Quaternionf dest)
Compute the difference betweenthis
and theother
quaternion and store the result indest
.Quaternionf
div(Quaternionfc b)
Dividethis
quaternion byb
.Quaternionf
div(Quaternionfc b, Quaternionf dest)
Dividethis
quaternion byb
and store the result indest
.float
dot(Quaternionf otherQuat)
Return the dot of this quaternion andotherQuat
.boolean
equals(float x, float y, float z, float w)
boolean
equals(java.lang.Object obj)
boolean
equals(Quaternionfc q, float delta)
Compare the quaternion components ofthis
quaternion with the given quaternion using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Quaternionf
fromAxisAngleDeg(float axisX, float axisY, float axisZ, float angle)
Set this quaternion to be a representation of the supplied axis and angle (in degrees).Quaternionf
fromAxisAngleDeg(Vector3fc axis, float angle)
Set this quaternion to be a representation of the supplied axis and angle (in degrees).Quaternionf
fromAxisAngleRad(float axisX, float axisY, float axisZ, float angle)
Set this quaternion to be a representation of the supplied axis and angle (in radians).Quaternionf
fromAxisAngleRad(Vector3fc axis, float angle)
Set this quaternion to be a representation of the supplied axis and angle (in radians).AxisAngle4d
get(AxisAngle4d dest)
Set the givenAxisAngle4d
to represent the rotation ofthis
quaternion.AxisAngle4f
get(AxisAngle4f dest)
Set the givenAxisAngle4f
to represent the rotation ofthis
quaternion.Matrix3d
get(Matrix3d dest)
Set the given destination matrix to the rotation represented bythis
.Matrix3f
get(Matrix3f dest)
Set the given destination matrix to the rotation represented bythis
.Matrix4d
get(Matrix4d dest)
Set the given destination matrix to the rotation represented bythis
.Matrix4f
get(Matrix4f dest)
Set the given destination matrix to the rotation represented bythis
.Matrix4x3d
get(Matrix4x3d dest)
Set the given destination matrix to the rotation represented bythis
.Matrix4x3f
get(Matrix4x3f dest)
Set the given destination matrix to the rotation represented bythis
.Quaterniond
get(Quaterniond dest)
Set the givenQuaterniond
to the values ofthis
.Quaternionf
get(Quaternionf dest)
Set the givenQuaternionf
to the values ofthis
.java.nio.ByteBuffer
getAsMatrix3f(java.nio.ByteBuffer dest)
Store the 3x3 float matrix representation ofthis
quaternion in column-major order into the givenByteBuffer
.java.nio.FloatBuffer
getAsMatrix3f(java.nio.FloatBuffer dest)
Store the 3x3 float matrix representation ofthis
quaternion in column-major order into the givenFloatBuffer
.java.nio.ByteBuffer
getAsMatrix4f(java.nio.ByteBuffer dest)
Store the 4x4 float matrix representation ofthis
quaternion in column-major order into the givenByteBuffer
.java.nio.FloatBuffer
getAsMatrix4f(java.nio.FloatBuffer dest)
Store the 4x4 float matrix representation ofthis
quaternion in column-major order into the givenFloatBuffer
.java.nio.ByteBuffer
getAsMatrix4x3f(java.nio.ByteBuffer dest)
Store the 4x3 float matrix representation ofthis
quaternion in column-major order into the givenByteBuffer
.java.nio.FloatBuffer
getAsMatrix4x3f(java.nio.FloatBuffer dest)
Store the 4x3 float matrix representation ofthis
quaternion in column-major order into the givenFloatBuffer
.Vector3f
getEulerAnglesXYZ(Vector3f eulerAngles)
Get the euler angles in radians in rotation sequenceXYZ
of this quaternion and store them in the provided parametereulerAngles
.Vector3f
getEulerAnglesYXZ(Vector3f eulerAngles)
Get the euler angles in radians in rotation sequenceYXZ
of this quaternion and store them in the provided parametereulerAngles
.Vector3f
getEulerAnglesZXY(Vector3f eulerAngles)
Get the euler angles in radians in rotation sequenceZXY
of this quaternion and store them in the provided parametereulerAngles
.Vector3f
getEulerAnglesZYX(Vector3f eulerAngles)
Get the euler angles in radians in rotation sequenceZYX
of this quaternion and store them in the provided parametereulerAngles
.int
hashCode()
Quaternionf
identity()
Set this quaternion to the identity.Quaternionf
integrate(float dt, float vx, float vy, float vz)
Integrate the rotation given by the angular velocity(vx, vy, vz)
around the x, y and z axis, respectively, with respect to the given elapsed time deltadt
and add the differentiate rotation to the rotation represented by this quaternion.Quaternionf
integrate(float dt, float vx, float vy, float vz, Quaternionf dest)
Integrate the rotation given by the angular velocity(vx, vy, vz)
around the x, y and z axis, respectively, with respect to the given elapsed time deltadt
and add the differentiate rotation to the rotation represented by this quaternion and store the result intodest
.Quaternionf
invert()
Invert this quaternion andnormalize
it.Quaternionf
invert(Quaternionf dest)
Invert this quaternion and store thenormalized
result indest
.boolean
isFinite()
Determine whether all components are finite floating-point values, that is, they are notNaN
and notinfinity
.float
lengthSquared()
Return the square of the length of this quaternion.Quaternionf
lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis.Quaternionf
lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Quaternionf dest)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest
.Quaternionf
lookAlong(Vector3fc dir, Vector3fc up)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis.Quaternionf
lookAlong(Vector3fc dir, Vector3fc up, Quaternionf dest)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest
.Quaternionf
mul(float f)
Multiply this quaternion by the given scalar.Quaternionf
mul(float qx, float qy, float qz, float qw)
Multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)
.Quaternionf
mul(float qx, float qy, float qz, float qw, Quaternionf dest)
Multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)
and store the result indest
.Quaternionf
mul(float f, Quaternionf dest)
Multiply this quaternion by the given scalar and store the result indest
.Quaternionf
mul(Quaternionfc q)
Multiply this quaternion byq
.Quaternionf
mul(Quaternionfc q, Quaternionf dest)
Multiply this quaternion byq
and store the result indest
.static Quaternionfc
nlerp(Quaternionfc[] qs, float[] weights, Quaternionf dest)
Interpolate between all of the quaternions given inqs
via non-spherical linear interpolation using the specified interpolation factorsweights
, and store the result indest
.Quaternionf
nlerp(Quaternionfc q, float factor)
Compute a linear (non-spherical) interpolation ofthis
and the given quaternionq
and store the result inthis
.Quaternionf
nlerp(Quaternionfc q, float factor, Quaternionf dest)
Compute a linear (non-spherical) interpolation ofthis
and the given quaternionq
and store the result indest
.static Quaternionfc
nlerpIterative(Quaternionf[] qs, float[] weights, float dotThreshold, Quaternionf dest)
Interpolate between all of the quaternions given inqs
via iterative non-spherical linear interpolation using the specified interpolation factorsweights
, and store the result indest
.Quaternionf
nlerpIterative(Quaternionfc q, float alpha, float dotThreshold)
Compute linear (non-spherical) interpolations ofthis
and the given quaternionq
iteratively and store the result inthis
.Quaternionf
nlerpIterative(Quaternionfc q, float alpha, float dotThreshold, Quaternionf dest)
Compute linear (non-spherical) interpolations ofthis
and the given quaternionq
iteratively and store the result indest
.Quaternionf
normalize()
Normalize this quaternion.Quaternionf
normalize(Quaternionf dest)
Normalize this quaternion and store the result indest
.Vector3f
normalizedPositiveX(Vector3f dir)
Obtain the direction of+X
before the rotation transformation represented bythis
normalized quaternion is applied.Vector3f
normalizedPositiveY(Vector3f dir)
Obtain the direction of+Y
before the rotation transformation represented bythis
normalized quaternion is applied.Vector3f
normalizedPositiveZ(Vector3f dir)
Obtain the direction of+Z
before the rotation transformation represented bythis
normalized quaternion is applied.Vector3f
positiveX(Vector3f dir)
Obtain the direction of+X
before the rotation transformation represented bythis
quaternion is applied.Vector3f
positiveY(Vector3f dir)
Obtain the direction of+Y
before the rotation transformation represented bythis
quaternion is applied.Vector3f
positiveZ(Vector3f dir)
Obtain the direction of+Z
before the rotation transformation represented bythis
quaternion is applied.Quaternionf
premul(float qx, float qy, float qz, float qw)
Pre-multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)
.Quaternionf
premul(float qx, float qy, float qz, float qw, Quaternionf dest)
Pre-multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)
and store the result indest
.Quaternionf
premul(Quaternionfc q)
Pre-multiply this quaternion byq
.Quaternionf
premul(Quaternionfc q, Quaternionf dest)
Pre-multiply this quaternion byq
and store the result indest
.void
readExternal(java.io.ObjectInput in)
Quaternionf
rotateAxis(float angle, float axisX, float axisY, float axisZ)
Apply a rotation tothis
quaternion rotating the given radians about the specified axis.Quaternionf
rotateAxis(float angle, float axisX, float axisY, float axisZ, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the specified axis and store the result indest
.Quaternionf
rotateAxis(float angle, Vector3fc axis)
Apply a rotation tothis
quaternion rotating the given radians about the specified axis.Quaternionf
rotateAxis(float angle, Vector3fc axis, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the specified axis and store the result indest
.Quaternionf
rotateLocalX(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the local x axis.Quaternionf
rotateLocalX(float angle, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the local x axis and store the result indest
.Quaternionf
rotateLocalY(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the local y axis.Quaternionf
rotateLocalY(float angle, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the local y axis and store the result indest
.Quaternionf
rotateLocalZ(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the local z axis.Quaternionf
rotateLocalZ(float angle, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the local z axis and store the result indest
.Quaternionf
rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ)
Apply a rotation tothis
that rotates thefromDir
vector to point alongtoDir
.Quaternionf
rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ, Quaternionf dest)
Apply a rotation tothis
that rotates thefromDir
vector to point alongtoDir
and store the result indest
.Quaternionf
rotateTo(Vector3fc fromDir, Vector3fc toDir)
Apply a rotation tothis
that rotates thefromDir
vector to point alongtoDir
.Quaternionf
rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest)
Apply a rotation tothis
that rotates thefromDir
vector to point alongtoDir
and store the result indest
.Quaternionf
rotateX(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the x axis.Quaternionf
rotateX(float angle, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the x axis and store the result indest
.Quaternionf
rotateXYZ(float angleX, float angleY, float angleZ)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles using rotation sequenceXYZ
.Quaternionf
rotateXYZ(float angleX, float angleY, float angleZ, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles using rotation sequenceXYZ
and store the result indest
.Quaternionf
rotateY(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the y axis.Quaternionf
rotateY(float angle, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the y axis and store the result indest
.Quaternionf
rotateYXZ(float angleY, float angleX, float angleZ)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceYXZ
.Quaternionf
rotateYXZ(float angleY, float angleX, float angleZ, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceYXZ
and store the result indest
.Quaternionf
rotateZ(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the z axis.Quaternionf
rotateZ(float angle, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the z axis and store the result indest
.Quaternionf
rotateZYX(float angleZ, float angleY, float angleX)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceZYX
.Quaternionf
rotateZYX(float angleZ, float angleY, float angleX, Quaternionf dest)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceZYX
and store the result indest
.Quaternionf
rotationAxis(float angle, float axisX, float axisY, float axisZ)
Set this quaternion to a rotation of the given angle in radians about the supplied axis.Quaternionf
rotationAxis(float angle, Vector3fc axis)
Set this quaternion to a rotation of the given angle in radians about the supplied axis.Quaternionf
rotationAxis(AxisAngle4f axisAngle)
Set thisQuaternionf
to a rotation of the given angle in radians about the supplied axis, all of which are specified via theAxisAngle4f
.Quaternionf
rotationTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ)
Setthis
quaternion to a rotation that rotates thefromDir
vector to point alongtoDir
.Quaternionf
rotationTo(Vector3fc fromDir, Vector3fc toDir)
Setthis
quaternion to a rotation that rotates thefromDir
vector to point alongtoDir
.Quaternionf
rotationX(float angle)
Set this quaternion to represent a rotation of the given radians about the x axis.Quaternionf
rotationXYZ(float angleX, float angleY, float angleZ)
Set this quaternion from the supplied euler angles (in radians) with rotation order XYZ.Quaternionf
rotationY(float angle)
Set this quaternion to represent a rotation of the given radians about the y axis.Quaternionf
rotationYXZ(float angleY, float angleX, float angleZ)
Set this quaternion from the supplied euler angles (in radians) with rotation order YXZ.Quaternionf
rotationZ(float angle)
Set this quaternion to represent a rotation of the given radians about the z axis.Quaternionf
rotationZYX(float angleZ, float angleY, float angleX)
Set this quaternion from the supplied euler angles (in radians) with rotation order ZYX.Quaternionf
scale(float factor)
Apply scaling to this quaternion, which results in any vector transformed by this quaternion to change its length by the givenfactor
.Quaternionf
scale(float factor, Quaternionf dest)
Apply scaling to this quaternion, which results in any vector transformed by the quaternion to change its length by the givenfactor
, and store the result indest
.Quaternionf
scaling(float factor)
Set this quaternion to represent scaling, which results in a transformed vector to change its length by the givenfactor
.Quaternionf
set(float x, float y, float z, float w)
Set this quaternion to the given values.Quaternionf
set(AxisAngle4d axisAngle)
Set this quaternion to a rotation equivalent to the givenAxisAngle4d
.Quaternionf
set(AxisAngle4f axisAngle)
Set this quaternion to a rotation equivalent to the givenAxisAngle4f
.Quaternionf
set(Quaterniondc q)
Set this quaternion to be a copy ofq
.Quaternionf
set(Quaternionfc q)
Set this quaternion to be a copy ofq
.Quaternionf
setAngleAxis(double angle, double x, double y, double z)
Set this quaternion to a rotation equivalent to the supplied axis and angle (in radians).Quaternionf
setAngleAxis(float angle, float x, float y, float z)
Set this quaternion to a rotation equivalent to the supplied axis and angle (in radians).Quaternionf
setFromNormalized(Matrix3dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromNormalized(Matrix3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromNormalized(Matrix4dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromNormalized(Matrix4fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromNormalized(Matrix4x3dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromNormalized(Matrix4x3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromUnnormalized(Matrix3dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromUnnormalized(Matrix3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromUnnormalized(Matrix4dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromUnnormalized(Matrix4fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromUnnormalized(Matrix4x3dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf
setFromUnnormalized(Matrix4x3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.static Quaternionfc
slerp(Quaternionf[] qs, float[] weights, Quaternionf dest)
Interpolate between all of the quaternions given inqs
via spherical linear interpolation using the specified interpolation factorsweights
, and store the result indest
.Quaternionf
slerp(Quaternionfc target, float alpha)
Quaternionf
slerp(Quaternionfc target, float alpha, Quaternionf dest)
java.lang.String
toString()
Return a string representation of this quaternion.java.lang.String
toString(java.text.NumberFormat formatter)
Return a string representation of this quaternion by formatting the components with the givenNumberFormat
.Vector3d
transform(double x, double y, double z, Vector3d dest)
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.Vector4d
transform(double x, double y, double z, Vector4d dest)
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.Vector3d
transform(float x, float y, float z, Vector3d dest)
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.Vector3f
transform(float x, float y, float z, Vector3f dest)
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.Vector4f
transform(float x, float y, float z, Vector4f dest)
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.Vector3d
transform(Vector3d vec)
Transform the given vector by this quaternion.Vector3d
transform(Vector3dc vec, Vector3d dest)
Transform the given vector by this quaternion and store the result indest
.Vector3f
transform(Vector3f vec)
Transform the given vector by this quaternion.Vector3f
transform(Vector3fc vec, Vector3f dest)
Transform the given vector by this quaternion and store the result indest
.Vector4d
transform(Vector4d vec)
Transform the given vector by this quaternion.Vector4d
transform(Vector4dc vec, Vector4d dest)
Transform the given vector by this quaternion and store the result indest
.Vector4f
transform(Vector4f vec)
Transform the given vector by this quaternion.Vector4f
transform(Vector4fc vec, Vector4f dest)
Transform the given vector by this quaternion and store the result indest
.Vector3d
transformInverse(double x, double y, double z, Vector3d dest)
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Vector4d
transformInverse(double x, double y, double z, Vector4d dest)
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Vector3d
transformInverse(float x, float y, float z, Vector3d dest)
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Vector3f
transformInverse(float x, float y, float z, Vector3f dest)
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Vector4f
transformInverse(float x, float y, float z, Vector4f dest)
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.Vector3d
transformInverse(Vector3d vec)
Transform the given vector by the inverse of this quaternion.Vector3d
transformInverse(Vector3dc vec, Vector3d dest)
Transform the given vector by the inverse of this quaternion and store the result indest
.Vector3f
transformInverse(Vector3f vec)
Transform the given vector by the inverse of this quaternion.Vector3f
transformInverse(Vector3fc vec, Vector3f dest)
Transform the given vector by the inverse of quaternion and store the result indest
.Vector4d
transformInverse(Vector4d vec)
Transform the given vector by the inverse of this quaternion.Vector4d
transformInverse(Vector4dc vec, Vector4d dest)
Transform the given vector by the inverse of this quaternion and store the result indest
.Vector4f
transformInverse(Vector4f vec)
Transform the given vector by the inverse of this quaternion.Vector4f
transformInverse(Vector4fc vec, Vector4f dest)
Transform the given vector by the inverse of this quaternion and store the result indest
.Vector3d
transformInverseUnit(double x, double y, double z, Vector3d dest)
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Vector4d
transformInverseUnit(double x, double y, double z, Vector4d dest)
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Vector3d
transformInverseUnit(float x, float y, float z, Vector3d dest)
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Vector3f
transformInverseUnit(float x, float y, float z, Vector3f dest)
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Vector4f
transformInverseUnit(float x, float y, float z, Vector4f dest)
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.Vector3d
transformInverseUnit(Vector3dc vec, Vector3d dest)
Transform the given vector by the inverse of this unit quaternion and store the result indest
.Vector3f
transformInverseUnit(Vector3f vec)
Transform the given vector by the inverse of this unit quaternion.Vector3f
transformInverseUnit(Vector3fc vec, Vector3f dest)
Transform the given vector by the inverse of this unit quaternion and store the result indest
.Vector4d
transformInverseUnit(Vector4d vec)
Transform the given vector by the inverse of this unit quaternion.Vector4d
transformInverseUnit(Vector4dc vec, Vector4d dest)
Transform the given vector by the inverse of this unit quaternion and store the result indest
.Vector4f
transformInverseUnit(Vector4f vec)
Transform the given vector by the inverse of this unit quaternion.Vector4f
transformInverseUnit(Vector4fc vec, Vector4f dest)
Transform the given vector by the inverse of this unit quaternion and store the result indest
.Vector3d
transformPositiveX(Vector3d dest)
Transform the vector(1, 0, 0)
by this quaternion.Vector3f
transformPositiveX(Vector3f dest)
Transform the vector(1, 0, 0)
by this quaternion.Vector4d
transformPositiveX(Vector4d dest)
Transform the vector(1, 0, 0)
by this quaternion.Vector4f
transformPositiveX(Vector4f dest)
Transform the vector(1, 0, 0)
by this quaternion.Vector3d
transformPositiveY(Vector3d dest)
Transform the vector(0, 1, 0)
by this quaternion.Vector3f
transformPositiveY(Vector3f dest)
Transform the vector(0, 1, 0)
by this quaternion.Vector4d
transformPositiveY(Vector4d dest)
Transform the vector(0, 1, 0)
by this quaternion.Vector4f
transformPositiveY(Vector4f dest)
Transform the vector(0, 1, 0)
by this quaternion.Vector3d
transformPositiveZ(Vector3d dest)
Transform the vector(0, 0, 1)
by this quaternion.Vector3f
transformPositiveZ(Vector3f dest)
Transform the vector(0, 0, 1)
by this quaternion.Vector4d
transformPositiveZ(Vector4d dest)
Transform the vector(0, 0, 1)
by this quaternion.Vector4f
transformPositiveZ(Vector4f dest)
Transform the vector(0, 0, 1)
by this quaternion.Vector3d
transformUnit(double x, double y, double z, Vector3d dest)
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Vector4d
transformUnit(double x, double y, double z, Vector4d dest)
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Vector3d
transformUnit(float x, float y, float z, Vector3d dest)
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Vector3f
transformUnit(float x, float y, float z, Vector3f dest)
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Vector4f
transformUnit(float x, float y, float z, Vector4f dest)
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.Vector3d
transformUnit(Vector3dc vec, Vector3d dest)
Transform the given vector by this unit quaternion and store the result indest
.Vector3f
transformUnit(Vector3f vec)
Transform the given vector by this unit quaternion.Vector3f
transformUnit(Vector3fc vec, Vector3f dest)
Transform the given vector by this unit quaternion and store the result indest
.Vector4d
transformUnit(Vector4d vec)
Transform the given vector by this unit quaternion.Vector4d
transformUnit(Vector4dc vec, Vector4d dest)
Transform the given vector by this unit quaternion and store the result indest
.Vector4f
transformUnit(Vector4f vec)
Transform the given vector by this unit quaternion.Vector4f
transformUnit(Vector4fc vec, Vector4f dest)
Transform the given vector by this unit quaternion and store the result indest
.Vector3d
transformUnitPositiveX(Vector3d dest)
Transform the vector(1, 0, 0)
by this unit quaternion.Vector3f
transformUnitPositiveX(Vector3f dest)
Transform the vector(1, 0, 0)
by this unit quaternion.Vector4d
transformUnitPositiveX(Vector4d dest)
Transform the vector(1, 0, 0)
by this unit quaternion.Vector4f
transformUnitPositiveX(Vector4f dest)
Transform the vector(1, 0, 0)
by this unit quaternion.Vector3d
transformUnitPositiveY(Vector3d dest)
Transform the vector(0, 1, 0)
by this unit quaternion.Vector3f
transformUnitPositiveY(Vector3f dest)
Transform the vector(0, 1, 0)
by this unit quaternion.Vector4d
transformUnitPositiveY(Vector4d dest)
Transform the vector(0, 1, 0)
by this unit quaternion.Vector4f
transformUnitPositiveY(Vector4f dest)
Transform the vector(0, 1, 0)
by this unit quaternion.Vector3d
transformUnitPositiveZ(Vector3d dest)
Transform the vector(0, 0, 1)
by this unit quaternion.Vector3f
transformUnitPositiveZ(Vector3f dest)
Transform the vector(0, 0, 1)
by this unit quaternion.Vector4d
transformUnitPositiveZ(Vector4d dest)
Transform the vector(0, 0, 1)
by this unit quaternion.Vector4f
transformUnitPositiveZ(Vector4f dest)
Transform the vector(0, 0, 1)
by this unit quaternion.float
w()
void
writeExternal(java.io.ObjectOutput out)
float
x()
float
y()
float
z()
-
-
-
Constructor Detail
-
Quaternionf
public Quaternionf()
Create a newQuaternionf
and initialize it with(x=0, y=0, z=0, w=1)
, where(x, y, z)
is the vector part of the quaternion andw
is the real/scalar part.
-
Quaternionf
public Quaternionf(double x, double y, double z, double w)
Create a newQuaternionf
and initialize its components to the given values.- Parameters:
x
- the first component of the imaginary party
- the second component of the imaginary partz
- the third component of the imaginary partw
- the real part
-
Quaternionf
public Quaternionf(float x, float y, float z, float w)
Create a newQuaternionf
and initialize its components to the given values.- Parameters:
x
- the first component of the imaginary party
- the second component of the imaginary partz
- the third component of the imaginary partw
- the real part
-
Quaternionf
public Quaternionf(Quaternionfc source)
Create a newQuaternionf
and initialize its components to the same values as the givenQuaternionfc
.- Parameters:
source
- theQuaternionfc
to take the component values from
-
Quaternionf
public Quaternionf(Quaterniondc source)
Create a newQuaternionf
and initialize its components to the same values as the givenQuaterniondc
.- Parameters:
source
- theQuaterniondc
to take the component values from
-
Quaternionf
public Quaternionf(AxisAngle4f axisAngle)
Create a newQuaternionf
which represents the rotation of the givenAxisAngle4f
.- Parameters:
axisAngle
- theAxisAngle4f
-
Quaternionf
public Quaternionf(AxisAngle4d axisAngle)
Create a newQuaterniond
which represents the rotation of the givenAxisAngle4d
.- Parameters:
axisAngle
- theAxisAngle4d
-
-
Method Detail
-
x
public float x()
- Specified by:
x
in interfaceQuaternionfc
- Returns:
- the first component of the vector part
-
y
public float y()
- Specified by:
y
in interfaceQuaternionfc
- Returns:
- the second component of the vector part
-
z
public float z()
- Specified by:
z
in interfaceQuaternionfc
- Returns:
- the third component of the vector part
-
w
public float w()
- Specified by:
w
in interfaceQuaternionfc
- Returns:
- the real/scalar part of the quaternion
-
normalize
public Quaternionf normalize()
Normalize this quaternion.- Returns:
- this
-
normalize
public Quaternionf normalize(Quaternionf dest)
Description copied from interface:Quaternionfc
Normalize this quaternion and store the result indest
.- Specified by:
normalize
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
add
public Quaternionf add(float x, float y, float z, float w)
Add the quaternion(x, y, z, w)
to this quaternion.- Parameters:
x
- the x component of the vector party
- the y component of the vector partz
- the z component of the vector partw
- the real/scalar component- Returns:
- this
-
add
public Quaternionf add(float x, float y, float z, float w, Quaternionf dest)
Description copied from interface:Quaternionfc
Add the quaternion(x, y, z, w)
to this quaternion and store the result indest
.- Specified by:
add
in interfaceQuaternionfc
- Parameters:
x
- the x component of the vector party
- the y component of the vector partz
- the z component of the vector partw
- the real/scalar componentdest
- will hold the result- Returns:
- dest
-
add
public Quaternionf add(Quaternionfc q2)
Addq2
to this quaternion.- Parameters:
q2
- the quaternion to add to this- Returns:
- this
-
add
public Quaternionf add(Quaternionfc q2, Quaternionf dest)
Description copied from interface:Quaternionfc
Addq2
to this quaternion and store the result indest
.- Specified by:
add
in interfaceQuaternionfc
- Parameters:
q2
- the quaternion to add to thisdest
- will hold the result- Returns:
- dest
-
dot
public float dot(Quaternionf otherQuat)
Return the dot of this quaternion andotherQuat
.- Parameters:
otherQuat
- the other quaternion- Returns:
- the dot product
-
angle
public float angle()
Description copied from interface:Quaternionfc
Return the angle in radians represented by this normalized quaternion rotation.This quaternion must be
normalized
.- Specified by:
angle
in interfaceQuaternionfc
- Returns:
- the angle in radians
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get
public Matrix3f get(Matrix3f dest)
Description copied from interface:Quaternionfc
Set the given destination matrix to the rotation represented bythis
.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- the matrix to write the rotation into- Returns:
- the passed in destination
- See Also:
Matrix3f.set(Quaternionfc)
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get
public Matrix3d get(Matrix3d dest)
Description copied from interface:Quaternionfc
Set the given destination matrix to the rotation represented bythis
.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- the matrix to write the rotation into- Returns:
- the passed in destination
- See Also:
Matrix3d.set(Quaternionfc)
-
get
public Matrix4f get(Matrix4f dest)
Description copied from interface:Quaternionfc
Set the given destination matrix to the rotation represented bythis
.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- the matrix to write the rotation into- Returns:
- the passed in destination
- See Also:
Matrix4f.set(Quaternionfc)
-
get
public Matrix4d get(Matrix4d dest)
Description copied from interface:Quaternionfc
Set the given destination matrix to the rotation represented bythis
.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- the matrix to write the rotation into- Returns:
- the passed in destination
- See Also:
Matrix4d.set(Quaternionfc)
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get
public Matrix4x3f get(Matrix4x3f dest)
Description copied from interface:Quaternionfc
Set the given destination matrix to the rotation represented bythis
.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- the matrix to write the rotation into- Returns:
- the passed in destination
- See Also:
Matrix4x3f.set(Quaternionfc)
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get
public Matrix4x3d get(Matrix4x3d dest)
Description copied from interface:Quaternionfc
Set the given destination matrix to the rotation represented bythis
.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- the matrix to write the rotation into- Returns:
- the passed in destination
- See Also:
Matrix4x3d.set(Quaternionfc)
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get
public AxisAngle4f get(AxisAngle4f dest)
Description copied from interface:Quaternionfc
Set the givenAxisAngle4f
to represent the rotation ofthis
quaternion.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- theAxisAngle4f
to set- Returns:
- the passed in destination
-
get
public AxisAngle4d get(AxisAngle4d dest)
Description copied from interface:Quaternionfc
Set the givenAxisAngle4d
to represent the rotation ofthis
quaternion.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- theAxisAngle4d
to set- Returns:
- the passed in destination
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get
public Quaterniond get(Quaterniond dest)
Description copied from interface:Quaternionfc
Set the givenQuaterniond
to the values ofthis
.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- theQuaterniond
to set- Returns:
- the passed in destination
- See Also:
Quaterniond.set(Quaternionfc)
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get
public Quaternionf get(Quaternionf dest)
Set the givenQuaternionf
to the values ofthis
.- Specified by:
get
in interfaceQuaternionfc
- Parameters:
dest
- theQuaternionf
to set- Returns:
- the passed in destination
- See Also:
set(Quaternionfc)
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getAsMatrix3f
public java.nio.ByteBuffer getAsMatrix3f(java.nio.ByteBuffer dest)
Description copied from interface:Quaternionfc
Store the 3x3 float matrix representation ofthis
quaternion in column-major order into the givenByteBuffer
.This is equivalent to calling:
this.get(new Matrix3f()).get(dest)
- Specified by:
getAsMatrix3f
in interfaceQuaternionfc
- Parameters:
dest
- the destination buffer- Returns:
- dest
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getAsMatrix3f
public java.nio.FloatBuffer getAsMatrix3f(java.nio.FloatBuffer dest)
Description copied from interface:Quaternionfc
Store the 3x3 float matrix representation ofthis
quaternion in column-major order into the givenFloatBuffer
.This is equivalent to calling:
this.get(new Matrix3f()).get(dest)
- Specified by:
getAsMatrix3f
in interfaceQuaternionfc
- Parameters:
dest
- the destination buffer- Returns:
- dest
-
getAsMatrix4f
public java.nio.ByteBuffer getAsMatrix4f(java.nio.ByteBuffer dest)
Description copied from interface:Quaternionfc
Store the 4x4 float matrix representation ofthis
quaternion in column-major order into the givenByteBuffer
.This is equivalent to calling:
this.get(new Matrix4f()).get(dest)
- Specified by:
getAsMatrix4f
in interfaceQuaternionfc
- Parameters:
dest
- the destination buffer- Returns:
- dest
-
getAsMatrix4f
public java.nio.FloatBuffer getAsMatrix4f(java.nio.FloatBuffer dest)
Description copied from interface:Quaternionfc
Store the 4x4 float matrix representation ofthis
quaternion in column-major order into the givenFloatBuffer
.This is equivalent to calling:
this.get(new Matrix4f()).get(dest)
- Specified by:
getAsMatrix4f
in interfaceQuaternionfc
- Parameters:
dest
- the destination buffer- Returns:
- dest
-
getAsMatrix4x3f
public java.nio.ByteBuffer getAsMatrix4x3f(java.nio.ByteBuffer dest)
Description copied from interface:Quaternionfc
Store the 4x3 float matrix representation ofthis
quaternion in column-major order into the givenByteBuffer
.This is equivalent to calling:
this.get(new Matrix4x3f()).get(dest)
- Specified by:
getAsMatrix4x3f
in interfaceQuaternionfc
- Parameters:
dest
- the destination buffer- Returns:
- dest
-
getAsMatrix4x3f
public java.nio.FloatBuffer getAsMatrix4x3f(java.nio.FloatBuffer dest)
Description copied from interface:Quaternionfc
Store the 4x3 float matrix representation ofthis
quaternion in column-major order into the givenFloatBuffer
.This is equivalent to calling:
this.get(new Matrix4x3f()).get(dest)
- Specified by:
getAsMatrix4x3f
in interfaceQuaternionfc
- Parameters:
dest
- the destination buffer- Returns:
- dest
-
set
public Quaternionf set(float x, float y, float z, float w)
Set this quaternion to the given values.- Parameters:
x
- the new value of xy
- the new value of yz
- the new value of zw
- the new value of w- Returns:
- this
-
set
public Quaternionf set(Quaternionfc q)
Set this quaternion to be a copy ofq
.- Parameters:
q
- theQuaternionfc
to copy- Returns:
- this
-
set
public Quaternionf set(Quaterniondc q)
Set this quaternion to be a copy ofq
.- Parameters:
q
- theQuaterniondc
to copy- Returns:
- this
-
set
public Quaternionf set(AxisAngle4f axisAngle)
Set this quaternion to a rotation equivalent to the givenAxisAngle4f
.- Parameters:
axisAngle
- theAxisAngle4f
- Returns:
- this
-
set
public Quaternionf set(AxisAngle4d axisAngle)
Set this quaternion to a rotation equivalent to the givenAxisAngle4d
.- Parameters:
axisAngle
- theAxisAngle4d
- Returns:
- this
-
setAngleAxis
public Quaternionf setAngleAxis(float angle, float x, float y, float z)
Set this quaternion to a rotation equivalent to the supplied axis and angle (in radians).This method assumes that the given rotation axis
(x, y, z)
is already normalized- Parameters:
angle
- the angle in radiansx
- the x-component of the normalized rotation axisy
- the y-component of the normalized rotation axisz
- the z-component of the normalized rotation axis- Returns:
- this
-
setAngleAxis
public Quaternionf setAngleAxis(double angle, double x, double y, double z)
Set this quaternion to a rotation equivalent to the supplied axis and angle (in radians).This method assumes that the given rotation axis
(x, y, z)
is already normalized- Parameters:
angle
- the angle in radiansx
- the x-component of the normalized rotation axisy
- the y-component of the normalized rotation axisz
- the z-component of the normalized rotation axis- Returns:
- this
-
rotationAxis
public Quaternionf rotationAxis(AxisAngle4f axisAngle)
Set thisQuaternionf
to a rotation of the given angle in radians about the supplied axis, all of which are specified via theAxisAngle4f
.- Parameters:
axisAngle
- theAxisAngle4f
giving the rotation angle in radians and the axis to rotate about- Returns:
- this
- See Also:
rotationAxis(float, float, float, float)
-
rotationAxis
public Quaternionf rotationAxis(float angle, float axisX, float axisY, float axisZ)
Set this quaternion to a rotation of the given angle in radians about the supplied axis.- Parameters:
angle
- the rotation angle in radiansaxisX
- the x-coordinate of the rotation axisaxisY
- the y-coordinate of the rotation axisaxisZ
- the z-coordinate of the rotation axis- Returns:
- this
-
rotationAxis
public Quaternionf rotationAxis(float angle, Vector3fc axis)
Set this quaternion to a rotation of the given angle in radians about the supplied axis.- Parameters:
angle
- the rotation angle in radiansaxis
- the axis to rotate about- Returns:
- this
- See Also:
rotationAxis(float, float, float, float)
-
rotationX
public Quaternionf rotationX(float angle)
Set this quaternion to represent a rotation of the given radians about the x axis.- Parameters:
angle
- the angle in radians to rotate about the x axis- Returns:
- this
-
rotationY
public Quaternionf rotationY(float angle)
Set this quaternion to represent a rotation of the given radians about the y axis.- Parameters:
angle
- the angle in radians to rotate about the y axis- Returns:
- this
-
rotationZ
public Quaternionf rotationZ(float angle)
Set this quaternion to represent a rotation of the given radians about the z axis.- Parameters:
angle
- the angle in radians to rotate about the z axis- Returns:
- this
-
setFromUnnormalized
public Quaternionf setFromUnnormalized(Matrix4fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromUnnormalized
public Quaternionf setFromUnnormalized(Matrix4x3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromUnnormalized
public Quaternionf setFromUnnormalized(Matrix4x3dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromNormalized
public Quaternionf setFromNormalized(Matrix4fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromNormalized
public Quaternionf setFromNormalized(Matrix4x3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromNormalized
public Quaternionf setFromNormalized(Matrix4x3dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromUnnormalized
public Quaternionf setFromUnnormalized(Matrix4dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromNormalized
public Quaternionf setFromNormalized(Matrix4dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromUnnormalized
public Quaternionf setFromUnnormalized(Matrix3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromNormalized
public Quaternionf setFromNormalized(Matrix3fc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromUnnormalized
public Quaternionf setFromUnnormalized(Matrix3dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
setFromNormalized
public Quaternionf setFromNormalized(Matrix3dc mat)
Set this quaternion to be a representation of the rotational component of the given matrix.- Parameters:
mat
- the matrix whose rotational component is used to set this quaternion- Returns:
- this
-
fromAxisAngleRad
public Quaternionf fromAxisAngleRad(Vector3fc axis, float angle)
Set this quaternion to be a representation of the supplied axis and angle (in radians).- Parameters:
axis
- the rotation axisangle
- the angle in radians- Returns:
- this
-
fromAxisAngleRad
public Quaternionf fromAxisAngleRad(float axisX, float axisY, float axisZ, float angle)
Set this quaternion to be a representation of the supplied axis and angle (in radians).- Parameters:
axisX
- the x component of the rotation axisaxisY
- the y component of the rotation axisaxisZ
- the z component of the rotation axisangle
- the angle in radians- Returns:
- this
-
fromAxisAngleDeg
public Quaternionf fromAxisAngleDeg(Vector3fc axis, float angle)
Set this quaternion to be a representation of the supplied axis and angle (in degrees).- Parameters:
axis
- the rotation axisangle
- the angle in degrees- Returns:
- this
-
fromAxisAngleDeg
public Quaternionf fromAxisAngleDeg(float axisX, float axisY, float axisZ, float angle)
Set this quaternion to be a representation of the supplied axis and angle (in degrees).- Parameters:
axisX
- the x component of the rotation axisaxisY
- the y component of the rotation axisaxisZ
- the z component of the rotation axisangle
- the angle in radians- Returns:
- this
-
mul
public Quaternionf mul(Quaternionfc q)
Multiply this quaternion byq
.If
T
isthis
andQ
is the given quaternion, then the resulting quaternionR
is:R = T * Q
So, this method uses post-multiplication like the matrix classes, resulting in a vector to be transformed by
Q
first, and then byT
.- Parameters:
q
- the quaternion to multiplythis
by- Returns:
- this
-
mul
public Quaternionf mul(Quaternionfc q, Quaternionf dest)
Description copied from interface:Quaternionfc
Multiply this quaternion byq
and store the result indest
.If
T
isthis
andQ
is the given quaternion, then the resulting quaternionR
is:R = T * Q
So, this method uses post-multiplication like the matrix classes, resulting in a vector to be transformed by
Q
first, and then byT
.- Specified by:
mul
in interfaceQuaternionfc
- Parameters:
q
- the quaternion to multiplythis
bydest
- will hold the result- Returns:
- dest
-
mul
public Quaternionf mul(float qx, float qy, float qz, float qw)
Multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)
.If
T
isthis
andQ
is the given quaternion, then the resulting quaternionR
is:R = T * Q
So, this method uses post-multiplication like the matrix classes, resulting in a vector to be transformed by
Q
first, and then byT
.- Parameters:
qx
- the x component of the quaternion to multiplythis
byqy
- the y component of the quaternion to multiplythis
byqz
- the z component of the quaternion to multiplythis
byqw
- the w component of the quaternion to multiplythis
by- Returns:
- this
-
mul
public Quaternionf mul(float qx, float qy, float qz, float qw, Quaternionf dest)
Description copied from interface:Quaternionfc
Multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)
and store the result indest
.If
T
isthis
andQ
is the given quaternion, then the resulting quaternionR
is:R = T * Q
So, this method uses post-multiplication like the matrix classes, resulting in a vector to be transformed by
Q
first, and then byT
.- Specified by:
mul
in interfaceQuaternionfc
- Parameters:
qx
- the x component of the quaternion to multiplythis
byqy
- the y component of the quaternion to multiplythis
byqz
- the z component of the quaternion to multiplythis
byqw
- the w component of the quaternion to multiplythis
bydest
- will hold the result- Returns:
- dest
-
mul
public Quaternionf mul(float f)
Multiply this quaternion by the given scalar.This method multiplies all of the four components by the specified scalar.
- Parameters:
f
- the factor to multiply all components by- Returns:
- this
-
mul
public Quaternionf mul(float f, Quaternionf dest)
Description copied from interface:Quaternionfc
Multiply this quaternion by the given scalar and store the result indest
.This method multiplies all of the four components by the specified scalar.
- Specified by:
mul
in interfaceQuaternionfc
- Parameters:
f
- the factor to multiply all components bydest
- will hold the result- Returns:
- dest
-
premul
public Quaternionf premul(Quaternionfc q)
Pre-multiply this quaternion byq
.If
T
isthis
andQ
is the given quaternion, then the resulting quaternionR
is:R = Q * T
So, this method uses pre-multiplication, resulting in a vector to be transformed by
T
first, and then byQ
.- Parameters:
q
- the quaternion to pre-multiplythis
by- Returns:
- this
-
premul
public Quaternionf premul(Quaternionfc q, Quaternionf dest)
Description copied from interface:Quaternionfc
Pre-multiply this quaternion byq
and store the result indest
.If
T
isthis
andQ
is the given quaternion, then the resulting quaternionR
is:R = Q * T
So, this method uses pre-multiplication, resulting in a vector to be transformed by
T
first, and then byQ
.- Specified by:
premul
in interfaceQuaternionfc
- Parameters:
q
- the quaternion to pre-multiplythis
bydest
- will hold the result- Returns:
- dest
-
premul
public Quaternionf premul(float qx, float qy, float qz, float qw)
Pre-multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)
.If
T
isthis
andQ
is the given quaternion, then the resulting quaternionR
is:R = Q * T
So, this method uses pre-multiplication, resulting in a vector to be transformed by
T
first, and then byQ
.- Parameters:
qx
- the x component of the quaternion to multiplythis
byqy
- the y component of the quaternion to multiplythis
byqz
- the z component of the quaternion to multiplythis
byqw
- the w component of the quaternion to multiplythis
by- Returns:
- this
-
premul
public Quaternionf premul(float qx, float qy, float qz, float qw, Quaternionf dest)
Description copied from interface:Quaternionfc
Pre-multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)
and store the result indest
.If
T
isthis
andQ
is the given quaternion, then the resulting quaternionR
is:R = Q * T
So, this method uses pre-multiplication, resulting in a vector to be transformed by
T
first, and then byQ
.- Specified by:
premul
in interfaceQuaternionfc
- Parameters:
qx
- the x component of the quaternion to multiplythis
byqy
- the y component of the quaternion to multiplythis
byqz
- the z component of the quaternion to multiplythis
byqw
- the w component of the quaternion to multiplythis
bydest
- will hold the result- Returns:
- dest
-
transform
public Vector3f transform(Vector3f vec)
Description copied from interface:Quaternionfc
Transform the given vector by this quaternion.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformInverse
public Vector3f transformInverse(Vector3f vec)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this quaternion.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformPositiveX
public Vector3f transformPositiveX(Vector3f dest)
Description copied from interface:Quaternionfc
Transform the vector(1, 0, 0)
by this quaternion.- Specified by:
transformPositiveX
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveX
public Vector4f transformPositiveX(Vector4f dest)
Description copied from interface:Quaternionfc
Transform the vector(1, 0, 0)
by this quaternion.Only the first three components of the given 4D vector are modified.
- Specified by:
transformPositiveX
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveX
public Vector3f transformUnitPositiveX(Vector3f dest)
Description copied from interface:Quaternionfc
Transform the vector(1, 0, 0)
by this unit quaternion.This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveX
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveX
public Vector4f transformUnitPositiveX(Vector4f dest)
Description copied from interface:Quaternionfc
Transform the vector(1, 0, 0)
by this unit quaternion.Only the first three components of the given 4D vector are modified.
This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveX
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveY
public Vector3f transformPositiveY(Vector3f dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 1, 0)
by this quaternion.- Specified by:
transformPositiveY
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveY
public Vector4f transformPositiveY(Vector4f dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 1, 0)
by this quaternion.Only the first three components of the given 4D vector are modified.
- Specified by:
transformPositiveY
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveY
public Vector4f transformUnitPositiveY(Vector4f dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 1, 0)
by this unit quaternion.Only the first three components of the given 4D vector are modified.
This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveY
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveY
public Vector3f transformUnitPositiveY(Vector3f dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 1, 0)
by this unit quaternion.This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveY
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveZ
public Vector3f transformPositiveZ(Vector3f dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 0, 1)
by this quaternion.- Specified by:
transformPositiveZ
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveZ
public Vector4f transformPositiveZ(Vector4f dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 0, 1)
by this quaternion.Only the first three components of the given 4D vector are modified.
- Specified by:
transformPositiveZ
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveZ
public Vector4f transformUnitPositiveZ(Vector4f dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 0, 1)
by this unit quaternion.Only the first three components of the given 4D vector are modified.
This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveZ
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveZ
public Vector3f transformUnitPositiveZ(Vector3f dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 0, 1)
by this unit quaternion.This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveZ
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transform
public Vector4f transform(Vector4f vec)
Description copied from interface:Quaternionfc
Transform the given vector by this quaternion.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and modified.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformInverse
public Vector4f transformInverse(Vector4f vec)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this quaternion.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and modified.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transform
public Vector3f transform(Vector3fc vec, Vector3f dest)
Description copied from interface:Quaternionfc
Transform the given vector by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector3f transformInverse(Vector3fc vec, Vector3f dest)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transform
public Vector3f transform(float x, float y, float z, Vector3f dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector3f transformInverse(float x, float y, float z, Vector3f dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformUnit
public Vector3f transformUnit(Vector3f vec)
Description copied from interface:Quaternionfc
Transform the given vector by this unit quaternion.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformInverseUnit
public Vector3f transformInverseUnit(Vector3f vec)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this unit quaternion.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformUnit
public Vector3f transformUnit(Vector3fc vec, Vector3f dest)
Description copied from interface:Quaternionfc
Transform the given vector by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector3f transformInverseUnit(Vector3fc vec, Vector3f dest)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformUnit
public Vector3f transformUnit(float x, float y, float z, Vector3f dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector3f transformInverseUnit(float x, float y, float z, Vector3f dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transform
public Vector4f transform(Vector4fc vec, Vector4f dest)
Description copied from interface:Quaternionfc
Transform the given vector by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector4f transformInverse(Vector4fc vec, Vector4f dest)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transform
public Vector4f transform(float x, float y, float z, Vector4f dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector4f transformInverse(float x, float y, float z, Vector4f dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transform
public Vector3d transform(Vector3d vec)
Description copied from interface:Quaternionfc
Transform the given vector by this quaternion.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformInverse
public Vector3d transformInverse(Vector3d vec)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this quaternion.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformUnit
public Vector4f transformUnit(Vector4f vec)
Description copied from interface:Quaternionfc
Transform the given vector by this unit quaternion.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformInverseUnit
public Vector4f transformInverseUnit(Vector4f vec)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this unit quaternion.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformUnit
public Vector4f transformUnit(Vector4fc vec, Vector4f dest)
Description copied from interface:Quaternionfc
Transform the given vector by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector4f transformInverseUnit(Vector4fc vec, Vector4f dest)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformUnit
public Vector4f transformUnit(float x, float y, float z, Vector4f dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector4f transformInverseUnit(float x, float y, float z, Vector4f dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformPositiveX
public Vector3d transformPositiveX(Vector3d dest)
Description copied from interface:Quaternionfc
Transform the vector(1, 0, 0)
by this quaternion.- Specified by:
transformPositiveX
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveX
public Vector4d transformPositiveX(Vector4d dest)
Description copied from interface:Quaternionfc
Transform the vector(1, 0, 0)
by this quaternion.Only the first three components of the given 4D vector are modified.
- Specified by:
transformPositiveX
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveX
public Vector3d transformUnitPositiveX(Vector3d dest)
Description copied from interface:Quaternionfc
Transform the vector(1, 0, 0)
by this unit quaternion.This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveX
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveX
public Vector4d transformUnitPositiveX(Vector4d dest)
Description copied from interface:Quaternionfc
Transform the vector(1, 0, 0)
by this unit quaternion.Only the first three components of the given 4D vector are modified.
This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveX
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveY
public Vector3d transformPositiveY(Vector3d dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 1, 0)
by this quaternion.- Specified by:
transformPositiveY
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveY
public Vector4d transformPositiveY(Vector4d dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 1, 0)
by this quaternion.Only the first three components of the given 4D vector are modified.
- Specified by:
transformPositiveY
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveY
public Vector4d transformUnitPositiveY(Vector4d dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 1, 0)
by this unit quaternion.Only the first three components of the given 4D vector are modified.
This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveY
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveY
public Vector3d transformUnitPositiveY(Vector3d dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 1, 0)
by this unit quaternion.This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveY
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveZ
public Vector3d transformPositiveZ(Vector3d dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 0, 1)
by this quaternion.- Specified by:
transformPositiveZ
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformPositiveZ
public Vector4d transformPositiveZ(Vector4d dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 0, 1)
by this quaternion.Only the first three components of the given 4D vector are modified.
- Specified by:
transformPositiveZ
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveZ
public Vector4d transformUnitPositiveZ(Vector4d dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 0, 1)
by this unit quaternion.Only the first three components of the given 4D vector are modified.
This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveZ
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transformUnitPositiveZ
public Vector3d transformUnitPositiveZ(Vector3d dest)
Description copied from interface:Quaternionfc
Transform the vector(0, 0, 1)
by this unit quaternion.This method is only applicable when
this
is a unit quaternion.Reference: https://de.mathworks.com/
- Specified by:
transformUnitPositiveZ
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
transform
public Vector4d transform(Vector4d vec)
Description copied from interface:Quaternionfc
Transform the given vector by this quaternion.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and modified.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformInverse
public Vector4d transformInverse(Vector4d vec)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this quaternion.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and modified.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transform
public Vector3d transform(Vector3dc vec, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector3d transformInverse(Vector3dc vec, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transform
public Vector3d transform(float x, float y, float z, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector3d transformInverse(float x, float y, float z, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transform
public Vector3d transform(double x, double y, double z, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector3d transformInverse(double x, double y, double z, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transform
public Vector4d transform(Vector4dc vec, Vector4d dest)
Description copied from interface:Quaternionfc
Transform the given vector by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector4d transformInverse(Vector4dc vec, Vector4d dest)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transform
public Vector4d transform(double x, double y, double z, Vector4d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transform
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverse
public Vector4d transformInverse(double x, double y, double z, Vector4d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
- Specified by:
transformInverse
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformUnit
public Vector4d transformUnit(Vector4d vec)
Description copied from interface:Quaternionfc
Transform the given vector by this unit quaternion.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and modified.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformInverseUnit
public Vector4d transformInverseUnit(Vector4d vec)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this unit quaternion.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and modified.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transform- Returns:
- vec
-
transformUnit
public Vector3d transformUnit(Vector3dc vec, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector3d transformInverseUnit(Vector3dc vec, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformUnit
public Vector3d transformUnit(float x, float y, float z, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector3d transformInverseUnit(float x, float y, float z, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformUnit
public Vector3d transformUnit(double x, double y, double z, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector3d transformInverseUnit(double x, double y, double z, Vector3d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformUnit
public Vector4d transformUnit(Vector4dc vec, Vector4d dest)
Description copied from interface:Quaternionfc
Transform the given vector by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector4d transformInverseUnit(Vector4dc vec, Vector4d dest)
Description copied from interface:Quaternionfc
Transform the given vector by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
Only the first three components of the given 4D vector are being used and set on the destination.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
vec
- the vector to transformdest
- will hold the result- Returns:
- dest
-
transformUnit
public Vector4d transformUnit(double x, double y, double z, Vector4d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
transformInverseUnit
public Vector4d transformInverseUnit(double x, double y, double z, Vector4d dest)
Description copied from interface:Quaternionfc
Transform the given vector(x, y, z)
by the inverse of this unit quaternion and store the result indest
.This will apply the rotation described by this quaternion to the given vector.
This method is only applicable when
this
is a unit quaternion.- Specified by:
transformInverseUnit
in interfaceQuaternionfc
- Parameters:
x
- the x coordinate of the vector to transformy
- the y coordinate of the vector to transformz
- the z coordinate of the vector to transformdest
- will hold the result- Returns:
- dest
-
invert
public Quaternionf invert(Quaternionf dest)
Description copied from interface:Quaternionfc
Invert this quaternion and store thenormalized
result indest
.If this quaternion is already normalized, then
Quaternionfc.conjugate(Quaternionf)
should be used instead.- Specified by:
invert
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
- See Also:
Quaternionfc.conjugate(Quaternionf)
-
invert
public Quaternionf invert()
Invert this quaternion andnormalize
it.If this quaternion is already normalized, then
conjugate()
should be used instead.- Returns:
- this
- See Also:
conjugate()
-
div
public Quaternionf div(Quaternionfc b, Quaternionf dest)
Description copied from interface:Quaternionfc
Dividethis
quaternion byb
and store the result indest
.The division expressed using the inverse is performed in the following way:
dest = this * b^-1
, whereb^-1
is the inverse ofb
.- Specified by:
div
in interfaceQuaternionfc
- Parameters:
b
- theQuaternionfc
to divide this bydest
- will hold the result- Returns:
- dest
-
div
public Quaternionf div(Quaternionfc b)
Dividethis
quaternion byb
.The division expressed using the inverse is performed in the following way:
this = this * b^-1
, whereb^-1
is the inverse ofb
.- Parameters:
b
- theQuaternionf
to divide this by- Returns:
- this
-
conjugate
public Quaternionf conjugate()
Conjugate this quaternion.- Returns:
- this
-
conjugate
public Quaternionf conjugate(Quaternionf dest)
Description copied from interface:Quaternionfc
Conjugate this quaternion and store the result indest
.- Specified by:
conjugate
in interfaceQuaternionfc
- Parameters:
dest
- will hold the result- Returns:
- dest
-
identity
public Quaternionf identity()
Set this quaternion to the identity.- Returns:
- this
-
rotateXYZ
public Quaternionf rotateXYZ(float angleX, float angleY, float angleZ)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles using rotation sequenceXYZ
.This method is equivalent to calling:
rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
angleX
- the angle in radians to rotate about the x axisangleY
- the angle in radians to rotate about the y axisangleZ
- the angle in radians to rotate about the z axis- Returns:
- this
-
rotateXYZ
public Quaternionf rotateXYZ(float angleX, float angleY, float angleZ, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles using rotation sequenceXYZ
and store the result indest
.This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateXYZ
in interfaceQuaternionfc
- Parameters:
angleX
- the angle in radians to rotate about the x axisangleY
- the angle in radians to rotate about the y axisangleZ
- the angle in radians to rotate about the z axisdest
- will hold the result- Returns:
- dest
-
rotateZYX
public Quaternionf rotateZYX(float angleZ, float angleY, float angleX)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceZYX
.This method is equivalent to calling:
rotateZ(angleZ).rotateY(angleY).rotateX(angleX)
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
angleZ
- the angle in radians to rotate about the z axisangleY
- the angle in radians to rotate about the y axisangleX
- the angle in radians to rotate about the x axis- Returns:
- this
-
rotateZYX
public Quaternionf rotateZYX(float angleZ, float angleY, float angleX, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceZYX
and store the result indest
.This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateZYX
in interfaceQuaternionfc
- Parameters:
angleZ
- the angle in radians to rotate about the z axisangleY
- the angle in radians to rotate about the y axisangleX
- the angle in radians to rotate about the x axisdest
- will hold the result- Returns:
- dest
-
rotateYXZ
public Quaternionf rotateYXZ(float angleY, float angleX, float angleZ)
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceYXZ
.This method is equivalent to calling:
rotateY(angleY).rotateX(angleX).rotateZ(angleZ)
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
angleY
- the angle in radians to rotate about the y axisangleX
- the angle in radians to rotate about the x axisangleZ
- the angle in radians to rotate about the z axis- Returns:
- this
-
rotateYXZ
public Quaternionf rotateYXZ(float angleY, float angleX, float angleZ, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceYXZ
and store the result indest
.This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateYXZ
in interfaceQuaternionfc
- Parameters:
angleY
- the angle in radians to rotate about the y axisangleX
- the angle in radians to rotate about the x axisangleZ
- the angle in radians to rotate about the z axisdest
- will hold the result- Returns:
- dest
-
getEulerAnglesXYZ
public Vector3f getEulerAnglesXYZ(Vector3f eulerAngles)
Description copied from interface:Quaternionfc
Get the euler angles in radians in rotation sequenceXYZ
of this quaternion and store them in the provided parametereulerAngles
.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.- Specified by:
getEulerAnglesXYZ
in interfaceQuaternionfc
- Parameters:
eulerAngles
- will hold the euler angles in radians- Returns:
- the passed in vector
-
getEulerAnglesZYX
public Vector3f getEulerAnglesZYX(Vector3f eulerAngles)
Description copied from interface:Quaternionfc
Get the euler angles in radians in rotation sequenceZYX
of this quaternion and store them in the provided parametereulerAngles
.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.- Specified by:
getEulerAnglesZYX
in interfaceQuaternionfc
- Parameters:
eulerAngles
- will hold the euler angles in radians- Returns:
- the passed in vector
-
getEulerAnglesZXY
public Vector3f getEulerAnglesZXY(Vector3f eulerAngles)
Description copied from interface:Quaternionfc
Get the euler angles in radians in rotation sequenceZXY
of this quaternion and store them in the provided parametereulerAngles
.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.- Specified by:
getEulerAnglesZXY
in interfaceQuaternionfc
- Parameters:
eulerAngles
- will hold the euler angles in radians- Returns:
- the passed in vector
-
getEulerAnglesYXZ
public Vector3f getEulerAnglesYXZ(Vector3f eulerAngles)
Description copied from interface:Quaternionfc
Get the euler angles in radians in rotation sequenceYXZ
of this quaternion and store them in the provided parametereulerAngles
.The Euler angles are always returned as the angle around X in the
Vector3f.x
field, the angle around Y in theVector3f.y
field and the angle around Z in theVector3f.z
field of the suppliedVector3f
instance.- Specified by:
getEulerAnglesYXZ
in interfaceQuaternionfc
- Parameters:
eulerAngles
- will hold the euler angles in radians- Returns:
- the passed in vector
-
lengthSquared
public float lengthSquared()
Description copied from interface:Quaternionfc
Return the square of the length of this quaternion.- Specified by:
lengthSquared
in interfaceQuaternionfc
- Returns:
- the length
-
rotationXYZ
public Quaternionf rotationXYZ(float angleX, float angleY, float angleZ)
Set this quaternion from the supplied euler angles (in radians) with rotation order XYZ.This method is equivalent to calling:
rotationX(angleX).rotateY(angleY).rotateZ(angleZ)
Reference: this stackexchange answer
- Parameters:
angleX
- the angle in radians to rotate about xangleY
- the angle in radians to rotate about yangleZ
- the angle in radians to rotate about z- Returns:
- this
-
rotationZYX
public Quaternionf rotationZYX(float angleZ, float angleY, float angleX)
Set this quaternion from the supplied euler angles (in radians) with rotation order ZYX.This method is equivalent to calling:
rotationZ(angleZ).rotateY(angleY).rotateX(angleX)
Reference: this stackexchange answer
- Parameters:
angleX
- the angle in radians to rotate about xangleY
- the angle in radians to rotate about yangleZ
- the angle in radians to rotate about z- Returns:
- this
-
rotationYXZ
public Quaternionf rotationYXZ(float angleY, float angleX, float angleZ)
Set this quaternion from the supplied euler angles (in radians) with rotation order YXZ.This method is equivalent to calling:
rotationY(angleY).rotateX(angleX).rotateZ(angleZ)
Reference: https://en.wikipedia.org
- Parameters:
angleY
- the angle in radians to rotate about yangleX
- the angle in radians to rotate about xangleZ
- the angle in radians to rotate about z- Returns:
- this
-
slerp
public Quaternionf slerp(Quaternionfc target, float alpha)
Interpolate betweenthis
unit
quaternion and the specifiedtarget
unit
quaternion using spherical linear interpolation using the specified interpolation factoralpha
.This method resorts to non-spherical linear interpolation when the absolute dot product of
this
andtarget
is below1E-6f
.- Parameters:
target
- the target of the interpolation, which should be reached withalpha = 1.0
alpha
- the interpolation factor, within[0..1]
- Returns:
- this
-
slerp
public Quaternionf slerp(Quaternionfc target, float alpha, Quaternionf dest)
Description copied from interface:Quaternionfc
Interpolate betweenthis
unit
quaternion and the specifiedtarget
unit
quaternion using spherical linear interpolation using the specified interpolation factoralpha
, and store the result indest
.This method resorts to non-spherical linear interpolation when the absolute dot product of
this
andtarget
is below1E-6f
.Reference: http://fabiensanglard.net
- Specified by:
slerp
in interfaceQuaternionfc
- Parameters:
target
- the target of the interpolation, which should be reached withalpha = 1.0
alpha
- the interpolation factor, within[0..1]
dest
- will hold the result- Returns:
- dest
-
slerp
public static Quaternionfc slerp(Quaternionf[] qs, float[] weights, Quaternionf dest)
Interpolate between all of the quaternions given inqs
via spherical linear interpolation using the specified interpolation factorsweights
, and store the result indest
.This method will interpolate between each two successive quaternions via
slerp(Quaternionfc, float)
using their relative interpolation weights.This method resorts to non-spherical linear interpolation when the absolute dot product of any two interpolated quaternions is below
1E-6f
.Reference: http://gamedev.stackexchange.com/
- Parameters:
qs
- the quaternions to interpolate overweights
- the weights of each individual quaternion inqs
dest
- will hold the result- Returns:
- dest
-
scale
public Quaternionf scale(float factor)
Apply scaling to this quaternion, which results in any vector transformed by this quaternion to change its length by the givenfactor
.- Parameters:
factor
- the scaling factor- Returns:
- this
-
scale
public Quaternionf scale(float factor, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply scaling to this quaternion, which results in any vector transformed by the quaternion to change its length by the givenfactor
, and store the result indest
.- Specified by:
scale
in interfaceQuaternionfc
- Parameters:
factor
- the scaling factordest
- will hold the result- Returns:
- dest
-
scaling
public Quaternionf scaling(float factor)
Set this quaternion to represent scaling, which results in a transformed vector to change its length by the givenfactor
.- Parameters:
factor
- the scaling factor- Returns:
- this
-
integrate
public Quaternionf integrate(float dt, float vx, float vy, float vz)
Integrate the rotation given by the angular velocity(vx, vy, vz)
around the x, y and z axis, respectively, with respect to the given elapsed time deltadt
and add the differentiate rotation to the rotation represented by this quaternion.This method pre-multiplies the rotation given by
dt
and(vx, vy, vz)
bythis
, so the angular velocities are always relative to the local coordinate system of the rotation represented bythis
quaternion.This method is equivalent to calling:
rotateLocal(dt * vx, dt * vy, dt * vz)
Reference: http://physicsforgames.blogspot.de/
- Parameters:
dt
- the delta timevx
- the angular velocity around the x axisvy
- the angular velocity around the y axisvz
- the angular velocity around the z axis- Returns:
- this
-
integrate
public Quaternionf integrate(float dt, float vx, float vy, float vz, Quaternionf dest)
Description copied from interface:Quaternionfc
Integrate the rotation given by the angular velocity(vx, vy, vz)
around the x, y and z axis, respectively, with respect to the given elapsed time deltadt
and add the differentiate rotation to the rotation represented by this quaternion and store the result intodest
.This method pre-multiplies the rotation given by
dt
and(vx, vy, vz)
bythis
, so the angular velocities are always relative to the local coordinate system of the rotation represented bythis
quaternion.This method is equivalent to calling:
rotateLocal(dt * vx, dt * vy, dt * vz, dest)
Reference: http://physicsforgames.blogspot.de/
- Specified by:
integrate
in interfaceQuaternionfc
- Parameters:
dt
- the delta timevx
- the angular velocity around the x axisvy
- the angular velocity around the y axisvz
- the angular velocity around the z axisdest
- will hold the result- Returns:
- dest
-
nlerp
public Quaternionf nlerp(Quaternionfc q, float factor)
Compute a linear (non-spherical) interpolation ofthis
and the given quaternionq
and store the result inthis
.- Parameters:
q
- the other quaternionfactor
- the interpolation factor. It is between 0.0 and 1.0- Returns:
- this
-
nlerp
public Quaternionf nlerp(Quaternionfc q, float factor, Quaternionf dest)
Description copied from interface:Quaternionfc
Compute a linear (non-spherical) interpolation ofthis
and the given quaternionq
and store the result indest
.Reference: http://fabiensanglard.net
- Specified by:
nlerp
in interfaceQuaternionfc
- Parameters:
q
- the other quaternionfactor
- the interpolation factor. It is between 0.0 and 1.0dest
- will hold the result- Returns:
- dest
-
nlerp
public static Quaternionfc nlerp(Quaternionfc[] qs, float[] weights, Quaternionf dest)
Interpolate between all of the quaternions given inqs
via non-spherical linear interpolation using the specified interpolation factorsweights
, and store the result indest
.This method will interpolate between each two successive quaternions via
nlerp(Quaternionfc, float)
using their relative interpolation weights.Reference: http://gamedev.stackexchange.com/
- Parameters:
qs
- the quaternions to interpolate overweights
- the weights of each individual quaternion inqs
dest
- will hold the result- Returns:
- dest
-
nlerpIterative
public Quaternionf nlerpIterative(Quaternionfc q, float alpha, float dotThreshold, Quaternionf dest)
Description copied from interface:Quaternionfc
Compute linear (non-spherical) interpolations ofthis
and the given quaternionq
iteratively and store the result indest
.This method performs a series of small-step nlerp interpolations to avoid doing a costly spherical linear interpolation, like
slerp
, by subdividing the rotation arc betweenthis
andq
via non-spherical linear interpolations as long as the absolute dot product ofthis
andq
is greater than the givendotThreshold
parameter.Thanks to
@theagentd
at http://www.java-gaming.org/ for providing the code.- Specified by:
nlerpIterative
in interfaceQuaternionfc
- Parameters:
q
- the other quaternionalpha
- the interpolation factor, between 0.0 and 1.0dotThreshold
- the threshold for the dot product ofthis
andq
above which this method performs another iteration of a small-step linear interpolationdest
- will hold the result- Returns:
- dest
-
nlerpIterative
public Quaternionf nlerpIterative(Quaternionfc q, float alpha, float dotThreshold)
Compute linear (non-spherical) interpolations ofthis
and the given quaternionq
iteratively and store the result inthis
.This method performs a series of small-step nlerp interpolations to avoid doing a costly spherical linear interpolation, like
slerp
, by subdividing the rotation arc betweenthis
andq
via non-spherical linear interpolations as long as the absolute dot product ofthis
andq
is greater than the givendotThreshold
parameter.Thanks to
@theagentd
at http://www.java-gaming.org/ for providing the code.- Parameters:
q
- the other quaternionalpha
- the interpolation factor, between 0.0 and 1.0dotThreshold
- the threshold for the dot product ofthis
andq
above which this method performs another iteration of a small-step linear interpolation- Returns:
- this
-
nlerpIterative
public static Quaternionfc nlerpIterative(Quaternionf[] qs, float[] weights, float dotThreshold, Quaternionf dest)
Interpolate between all of the quaternions given inqs
via iterative non-spherical linear interpolation using the specified interpolation factorsweights
, and store the result indest
.This method will interpolate between each two successive quaternions via
nlerpIterative(Quaternionfc, float, float)
using their relative interpolation weights.Reference: http://gamedev.stackexchange.com/
- Parameters:
qs
- the quaternions to interpolate overweights
- the weights of each individual quaternion inqs
dotThreshold
- the threshold for the dot product of each two interpolated quaternions above whichnlerpIterative(Quaternionfc, float, float)
performs another iteration of a small-step linear interpolationdest
- will hold the result- Returns:
- dest
-
lookAlong
public Quaternionf lookAlong(Vector3fc dir, Vector3fc up)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis.Because there are multiple possibilities for such a rotation, this method will choose the one that ensures the given up direction to remain parallel to the plane spanned by the
up
anddir
vectors.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!Reference: http://answers.unity3d.com
- Parameters:
dir
- the direction to map to the positive Z axisup
- the vector which will be mapped to a vector parallel to the plane spanned by the givendir
andup
- Returns:
- this
- See Also:
lookAlong(float, float, float, float, float, float, Quaternionf)
-
lookAlong
public Quaternionf lookAlong(Vector3fc dir, Vector3fc up, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest
.Because there are multiple possibilities for such a rotation, this method will choose the one that ensures the given up direction to remain parallel to the plane spanned by the
up
anddir
vectors.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!Reference: http://answers.unity3d.com
- Specified by:
lookAlong
in interfaceQuaternionfc
- Parameters:
dir
- the direction to map to the positive Z axisup
- the vector which will be mapped to a vector parallel to the plane spanned by the givendir
andup
dest
- will hold the result- Returns:
- dest
- See Also:
Quaternionfc.lookAlong(float, float, float, float, float, float, Quaternionf)
-
lookAlong
public Quaternionf lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
Apply a rotation to this quaternion that maps the given direction to the positive Z axis.Because there are multiple possibilities for such a rotation, this method will choose the one that ensures the given up direction to remain parallel to the plane spanned by the
up
anddir
vectors.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!Reference: http://answers.unity3d.com
- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vector- Returns:
- this
- See Also:
lookAlong(float, float, float, float, float, float, Quaternionf)
-
lookAlong
public Quaternionf lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest
.Because there are multiple possibilities for such a rotation, this method will choose the one that ensures the given up direction to remain parallel to the plane spanned by the
up
anddir
vectors.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!Reference: http://answers.unity3d.com
- Specified by:
lookAlong
in interfaceQuaternionfc
- Parameters:
dirX
- the x-coordinate of the direction to look alongdirY
- the y-coordinate of the direction to look alongdirZ
- the z-coordinate of the direction to look alongupX
- the x-coordinate of the up vectorupY
- the y-coordinate of the up vectorupZ
- the z-coordinate of the up vectordest
- will hold the result- Returns:
- dest
-
rotationTo
public Quaternionf rotationTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ)
Setthis
quaternion to a rotation that rotates thefromDir
vector to point alongtoDir
.Since there can be multiple possible rotations, this method chooses the one with the shortest arc.
Reference: stackoverflow.com
- Parameters:
fromDirX
- the x-coordinate of the direction to rotate into the destination directionfromDirY
- the y-coordinate of the direction to rotate into the destination directionfromDirZ
- the z-coordinate of the direction to rotate into the destination directiontoDirX
- the x-coordinate of the direction to rotate totoDirY
- the y-coordinate of the direction to rotate totoDirZ
- the z-coordinate of the direction to rotate to- Returns:
- this
-
rotationTo
public Quaternionf rotationTo(Vector3fc fromDir, Vector3fc toDir)
Setthis
quaternion to a rotation that rotates thefromDir
vector to point alongtoDir
.Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
- Parameters:
fromDir
- the starting directiontoDir
- the destination direction- Returns:
- this
- See Also:
rotationTo(float, float, float, float, float, float)
-
rotateTo
public Quaternionf rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
that rotates thefromDir
vector to point alongtoDir
and store the result indest
.Since there can be multiple possible rotations, this method chooses the one with the shortest arc.
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!Reference: stackoverflow.com
- Specified by:
rotateTo
in interfaceQuaternionfc
- Parameters:
fromDirX
- the x-coordinate of the direction to rotate into the destination directionfromDirY
- the y-coordinate of the direction to rotate into the destination directionfromDirZ
- the z-coordinate of the direction to rotate into the destination directiontoDirX
- the x-coordinate of the direction to rotate totoDirY
- the y-coordinate of the direction to rotate totoDirZ
- the z-coordinate of the direction to rotate todest
- will hold the result- Returns:
- dest
-
rotateTo
public Quaternionf rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ)
Apply a rotation tothis
that rotates thefromDir
vector to point alongtoDir
.Since there can be multiple possible rotations, this method chooses the one with the shortest arc.
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
fromDirX
- the x-coordinate of the direction to rotate into the destination directionfromDirY
- the y-coordinate of the direction to rotate into the destination directionfromDirZ
- the z-coordinate of the direction to rotate into the destination directiontoDirX
- the x-coordinate of the direction to rotate totoDirY
- the y-coordinate of the direction to rotate totoDirZ
- the z-coordinate of the direction to rotate to- Returns:
- this
- See Also:
rotateTo(float, float, float, float, float, float, Quaternionf)
-
rotateTo
public Quaternionf rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
that rotates thefromDir
vector to point alongtoDir
and store the result indest
.Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateTo
in interfaceQuaternionfc
- Parameters:
fromDir
- the starting directiontoDir
- the destination directiondest
- will hold the result- Returns:
- dest
- See Also:
Quaternionfc.rotateTo(float, float, float, float, float, float, Quaternionf)
-
rotateTo
public Quaternionf rotateTo(Vector3fc fromDir, Vector3fc toDir)
Apply a rotation tothis
that rotates thefromDir
vector to point alongtoDir
.Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
fromDir
- the starting directiontoDir
- the destination direction- Returns:
- this
- See Also:
rotateTo(float, float, float, float, float, float, Quaternionf)
-
rotateX
public Quaternionf rotateX(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the x axis.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
angle
- the angle in radians to rotate about the x axis- Returns:
- this
-
rotateX
public Quaternionf rotateX(float angle, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the x axis and store the result indest
.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateX
in interfaceQuaternionfc
- Parameters:
angle
- the angle in radians to rotate about the x axisdest
- will hold the result- Returns:
- dest
-
rotateY
public Quaternionf rotateY(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the y axis.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
angle
- the angle in radians to rotate about the y axis- Returns:
- this
-
rotateY
public Quaternionf rotateY(float angle, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the y axis and store the result indest
.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateY
in interfaceQuaternionfc
- Parameters:
angle
- the angle in radians to rotate about the y axisdest
- will hold the result- Returns:
- dest
-
rotateZ
public Quaternionf rotateZ(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the z axis.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
angle
- the angle in radians to rotate about the z axis- Returns:
- this
-
rotateZ
public Quaternionf rotateZ(float angle, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the z axis and store the result indest
.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateZ
in interfaceQuaternionfc
- Parameters:
angle
- the angle in radians to rotate about the z axisdest
- will hold the result- Returns:
- dest
-
rotateLocalX
public Quaternionf rotateLocalX(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the local x axis.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beR * Q
. So when transforming a vectorv
with the new quaternion by usingR * Q * v
, the rotation represented bythis
will be applied first!- Parameters:
angle
- the angle in radians to rotate about the local x axis- Returns:
- this
-
rotateLocalX
public Quaternionf rotateLocalX(float angle, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the local x axis and store the result indest
.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beR * Q
. So when transforming a vectorv
with the new quaternion by usingR * Q * v
, the rotation represented bythis
will be applied first!- Specified by:
rotateLocalX
in interfaceQuaternionfc
- Parameters:
angle
- the angle in radians to rotate about the local x axisdest
- will hold the result- Returns:
- dest
-
rotateLocalY
public Quaternionf rotateLocalY(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the local y axis.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beR * Q
. So when transforming a vectorv
with the new quaternion by usingR * Q * v
, the rotation represented bythis
will be applied first!- Parameters:
angle
- the angle in radians to rotate about the local y axis- Returns:
- this
-
rotateLocalY
public Quaternionf rotateLocalY(float angle, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the local y axis and store the result indest
.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beR * Q
. So when transforming a vectorv
with the new quaternion by usingR * Q * v
, the rotation represented bythis
will be applied first!- Specified by:
rotateLocalY
in interfaceQuaternionfc
- Parameters:
angle
- the angle in radians to rotate about the local y axisdest
- will hold the result- Returns:
- dest
-
rotateLocalZ
public Quaternionf rotateLocalZ(float angle)
Apply a rotation tothis
quaternion rotating the given radians about the local z axis.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beR * Q
. So when transforming a vectorv
with the new quaternion by usingR * Q * v
, the rotation represented bythis
will be applied first!- Parameters:
angle
- the angle in radians to rotate about the local z axis- Returns:
- this
-
rotateLocalZ
public Quaternionf rotateLocalZ(float angle, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the local z axis and store the result indest
.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beR * Q
. So when transforming a vectorv
with the new quaternion by usingR * Q * v
, the rotation represented bythis
will be applied first!- Specified by:
rotateLocalZ
in interfaceQuaternionfc
- Parameters:
angle
- the angle in radians to rotate about the local z axisdest
- will hold the result- Returns:
- dest
-
rotateAxis
public Quaternionf rotateAxis(float angle, float axisX, float axisY, float axisZ, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the specified axis and store the result indest
.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateAxis
in interfaceQuaternionfc
- Parameters:
angle
- the angle in radians to rotate about the specified axisaxisX
- the x coordinate of the rotation axisaxisY
- the y coordinate of the rotation axisaxisZ
- the z coordinate of the rotation axisdest
- will hold the result- Returns:
- dest
-
rotateAxis
public Quaternionf rotateAxis(float angle, Vector3fc axis, Quaternionf dest)
Description copied from interface:Quaternionfc
Apply a rotation tothis
quaternion rotating the given radians about the specified axis and store the result indest
.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Specified by:
rotateAxis
in interfaceQuaternionfc
- Parameters:
angle
- the angle in radians to rotate about the specified axisaxis
- the rotation axisdest
- will hold the result- Returns:
- dest
- See Also:
Quaternionfc.rotateAxis(float, float, float, float, Quaternionf)
-
rotateAxis
public Quaternionf rotateAxis(float angle, Vector3fc axis)
Apply a rotation tothis
quaternion rotating the given radians about the specified axis.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
angle
- the angle in radians to rotate about the specified axisaxis
- the rotation axis- Returns:
- this
- See Also:
rotateAxis(float, float, float, float, Quaternionf)
-
rotateAxis
public Quaternionf rotateAxis(float angle, float axisX, float axisY, float axisZ)
Apply a rotation tothis
quaternion rotating the given radians about the specified axis.If
Q
isthis
quaternion andR
the quaternion representing the specified rotation, then the new quaternion will beQ * R
. So when transforming a vectorv
with the new quaternion by usingQ * R * v
, the rotation added by this method will be applied first!- Parameters:
angle
- the angle in radians to rotate about the specified axisaxisX
- the x coordinate of the rotation axisaxisY
- the y coordinate of the rotation axisaxisZ
- the z coordinate of the rotation axis- Returns:
- this
- See Also:
rotateAxis(float, float, float, float, Quaternionf)
-
toString
public java.lang.String toString()
Return a string representation of this quaternion.This method creates a new
DecimalFormat
on every invocation with the format string "0.000E0;-
".- Overrides:
toString
in classjava.lang.Object
- Returns:
- the string representation
-
toString
public java.lang.String toString(java.text.NumberFormat formatter)
Return a string representation of this quaternion by formatting the components with the givenNumberFormat
.- Parameters:
formatter
- theNumberFormat
used to format the quaternion components with- Returns:
- the string representation
-
writeExternal
public void writeExternal(java.io.ObjectOutput out) throws java.io.IOException
- Specified by:
writeExternal
in interfacejava.io.Externalizable
- Throws:
java.io.IOException
-
readExternal
public void readExternal(java.io.ObjectInput in) throws java.io.IOException, java.lang.ClassNotFoundException
- Specified by:
readExternal
in interfacejava.io.Externalizable
- Throws:
java.io.IOException
java.lang.ClassNotFoundException
-
hashCode
public int hashCode()
- Overrides:
hashCode
in classjava.lang.Object
-
equals
public boolean equals(java.lang.Object obj)
- Overrides:
equals
in classjava.lang.Object
-
difference
public Quaternionf difference(Quaternionf other)
Compute the difference betweenthis
and theother
quaternion and store the result inthis
.The difference is the rotation that has to be applied to get from
this
rotation toother
. IfT
isthis
,Q
isother
andD
is the computed difference, then the following equation holds:T * D = Q
It is defined as:
D = T^-1 * Q
, whereT^-1
denotes theinverse
ofT
.- Parameters:
other
- the other quaternion- Returns:
- this
-
difference
public Quaternionf difference(Quaternionfc other, Quaternionf dest)
Description copied from interface:Quaternionfc
Compute the difference betweenthis
and theother
quaternion and store the result indest
.The difference is the rotation that has to be applied to get from
this
rotation toother
. IfT
isthis
,Q
isother
andD
is the computed difference, then the following equation holds:T * D = Q
It is defined as:
D = T^-1 * Q
, whereT^-1
denotes theinverse
ofT
.- Specified by:
difference
in interfaceQuaternionfc
- Parameters:
other
- the other quaterniondest
- will hold the result- Returns:
- dest
-
positiveX
public Vector3f positiveX(Vector3f dir)
Description copied from interface:Quaternionfc
Obtain the direction of+X
before the rotation transformation represented bythis
quaternion is applied.This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).invert(); inv.transform(dir.set(1, 0, 0));
- Specified by:
positiveX
in interfaceQuaternionfc
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
normalizedPositiveX
public Vector3f normalizedPositiveX(Vector3f dir)
Description copied from interface:Quaternionfc
Obtain the direction of+X
before the rotation transformation represented bythis
normalized quaternion is applied. The quaternion must benormalized
for this method to work.This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).conjugate(); inv.transform(dir.set(1, 0, 0));
- Specified by:
normalizedPositiveX
in interfaceQuaternionfc
- Parameters:
dir
- will hold the direction of+X
- Returns:
- dir
-
positiveY
public Vector3f positiveY(Vector3f dir)
Description copied from interface:Quaternionfc
Obtain the direction of+Y
before the rotation transformation represented bythis
quaternion is applied.This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).invert(); inv.transform(dir.set(0, 1, 0));
- Specified by:
positiveY
in interfaceQuaternionfc
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
normalizedPositiveY
public Vector3f normalizedPositiveY(Vector3f dir)
Description copied from interface:Quaternionfc
Obtain the direction of+Y
before the rotation transformation represented bythis
normalized quaternion is applied. The quaternion must benormalized
for this method to work.This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).conjugate(); inv.transform(dir.set(0, 1, 0));
- Specified by:
normalizedPositiveY
in interfaceQuaternionfc
- Parameters:
dir
- will hold the direction of+Y
- Returns:
- dir
-
positiveZ
public Vector3f positiveZ(Vector3f dir)
Description copied from interface:Quaternionfc
Obtain the direction of+Z
before the rotation transformation represented bythis
quaternion is applied.This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).invert(); inv.transform(dir.set(0, 0, 1));
- Specified by:
positiveZ
in interfaceQuaternionfc
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
-
normalizedPositiveZ
public Vector3f normalizedPositiveZ(Vector3f dir)
Description copied from interface:Quaternionfc
Obtain the direction of+Z
before the rotation transformation represented bythis
normalized quaternion is applied. The quaternion must benormalized
for this method to work.This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).conjugate(); inv.transform(dir.set(0, 0, 1));
- Specified by:
normalizedPositiveZ
in interfaceQuaternionfc
- Parameters:
dir
- will hold the direction of+Z
- Returns:
- dir
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conjugateBy
public Quaternionf conjugateBy(Quaternionfc q)
Conjugatethis
by the given quaternionq
by computingq * this * q^-1
.- Parameters:
q
- theQuaternionfc
to conjugatethis
by- Returns:
- this
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conjugateBy
public Quaternionf conjugateBy(Quaternionfc q, Quaternionf dest)
Conjugatethis
by the given quaternionq
by computingq * this * q^-1
and store the result intodest
.- Specified by:
conjugateBy
in interfaceQuaternionfc
- Parameters:
q
- theQuaternionfc
to conjugatethis
bydest
- will hold the result- Returns:
- dest
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isFinite
public boolean isFinite()
Description copied from interface:Quaternionfc
Determine whether all components are finite floating-point values, that is, they are notNaN
and notinfinity
.- Specified by:
isFinite
in interfaceQuaternionfc
- Returns:
true
if all components are finite floating-point values;false
otherwise
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equals
public boolean equals(Quaternionfc q, float delta)
Description copied from interface:Quaternionfc
Compare the quaternion components ofthis
quaternion with the given quaternion using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Please note that this method is not used by any data structure such as
ArrayList
HashSet
orHashMap
and their operations, such asArrayList.contains(Object)
orHashSet.remove(Object)
, since those data structures only use theObject.equals(Object)
andObject.hashCode()
methods.- Specified by:
equals
in interfaceQuaternionfc
- Parameters:
q
- the other quaterniondelta
- the allowed maximum difference- Returns:
true
whether all of the quaternion components are equal;false
otherwise
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equals
public boolean equals(float x, float y, float z, float w)
- Specified by:
equals
in interfaceQuaternionfc
- Parameters:
x
- the x component to compare toy
- the y component to compare toz
- the z component to compare tow
- the w component to compare to- Returns:
true
if all the quaternion components are equal
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clone
public java.lang.Object clone() throws java.lang.CloneNotSupportedException
- Overrides:
clone
in classjava.lang.Object
- Throws:
java.lang.CloneNotSupportedException
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