public class Quaternionf extends Object implements Externalizable, Quaternionfc
| Modifier and Type | Field and Description |
|---|---|
float |
w
The real/scalar part of the quaternion.
|
float |
x
The first component of the vector part.
|
float |
y
The second component of the vector part.
|
float |
z
The third component of the vector part.
|
| Constructor and Description |
|---|
Quaternionf()
Create a new
Quaternionf and initialize it with (x=0, y=0, z=0, w=1),
where (x, y, z) is the vector part of the quaternion and w is the real/scalar part. |
Quaternionf(AxisAngle4f axisAngle)
Create a new
Quaternionf which represents the rotation of the given AxisAngle4f. |
Quaternionf(float x,
float y,
float z,
float w)
Create a new
Quaternionf and initialize its components to the given values. |
Quaternionf(Quaternionf source)
Create a new
Quaternionf and initialize its components to the same values as the given Quaternionf. |
| Modifier and Type | Method and 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 in dest. |
Quaternionf |
add(Quaternionfc q2)
Add
q2 to this quaternion. |
Quaternionf |
add(Quaternionfc q2,
Quaternionf dest)
Add
q2 to this quaternion and store the result in dest. |
float |
angle()
Return the angle in radians represented by this quaternion rotation.
|
Quaternionf |
conjugate()
Conjugate this quaternion.
|
Quaternionf |
conjugate(Quaternionf dest)
Conjugate this quaternion and store the result in
dest. |
Quaternionf |
difference(Quaternionf other)
Compute the difference between
this and the other quaternion
and store the result in this. |
Quaternionf |
difference(Quaternionf other,
Quaternionf dest)
Compute the difference between
this and the other quaternion
and store the result in dest. |
Quaternionf |
div(Quaternionfc b)
Divide
this quaternion by b. |
Quaternionf |
div(Quaternionfc b,
Quaternionf dest)
Divide
this quaternion by b and store the result in dest. |
float |
dot(Quaternionf otherQuat)
Return the dot of this quaternion and
otherQuat. |
boolean |
equals(Object obj) |
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).
|
AxisAngle4f |
get(AxisAngle4f dest)
Set the given
AxisAngle4f to represent the rotation of
this quaternion. |
Matrix3d |
get(Matrix3d dest)
Set the given destination matrix to the rotation represented by
this. |
Matrix3f |
get(Matrix3f dest)
Set the given destination matrix to the rotation represented by
this. |
Matrix4d |
get(Matrix4d dest)
Set the given destination matrix to the rotation represented by
this. |
Matrix4f |
get(Matrix4f dest)
Set the given destination matrix to the rotation represented by
this. |
Matrix4x3d |
get(Matrix4x3d dest)
Set the given destination matrix to the rotation represented by
this. |
Matrix4x3f |
get(Matrix4x3f dest)
Set the given destination matrix to the rotation represented by
this. |
Quaterniond |
get(Quaterniond dest)
Set the given
Quaterniond to the values of this. |
Quaternionf |
get(Quaternionf dest)
Set the given
Quaternionf to the values of this. |
ByteBuffer |
getAsMatrix3f(ByteBuffer dest)
Store the 3x3 float matrix representation of
this quaternion in column-major order into the given ByteBuffer. |
FloatBuffer |
getAsMatrix3f(FloatBuffer dest)
Store the 3x3 float matrix representation of
this quaternion in column-major order into the given FloatBuffer. |
ByteBuffer |
getAsMatrix4f(ByteBuffer dest)
Store the 4x4 float matrix representation of
this quaternion in column-major order into the given ByteBuffer. |
FloatBuffer |
getAsMatrix4f(FloatBuffer dest)
Store the 4x4 float matrix representation of
this quaternion in column-major order into the given FloatBuffer. |
ByteBuffer |
getAsMatrix4x3f(ByteBuffer dest)
Store the 4x3 float matrix representation of
this quaternion in column-major order into the given ByteBuffer. |
FloatBuffer |
getAsMatrix4x3f(FloatBuffer dest)
Store the 4x3 float matrix representation of
this quaternion in column-major order into the given FloatBuffer. |
Vector3f |
getEulerAnglesXYZ(Vector3f eulerAngles)
Get the euler angles in radians in rotation sequence
XYZ of this quaternion and store them in the
provided parameter eulerAngles. |
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 delta dt 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 delta dt and add the differentiate rotation to the rotation represented by this quaternion
and store the result into dest. |
Quaternionf |
invert()
Invert this quaternion and
normalize it. |
Quaternionf |
invert(Quaternionf dest)
Invert this quaternion and store the
normalized result in dest. |
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 in
dest. |
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 in
dest. |
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 in dest. |
Quaternionf |
mul(Quaternionfc q)
Multiply this quaternion by
q. |
Quaternionf |
mul(Quaternionfc q,
Quaternionf dest)
Multiply this quaternion by
q and store the result in dest. |
static Quaternionfc |
nlerp(Quaternionfc[] qs,
float[] weights,
Quaternionf dest)
Interpolate between all of the quaternions given in
qs via non-spherical linear interpolation using the
specified interpolation factors weights, and store the result in dest. |
Quaternionf |
nlerp(Quaternionfc q,
float factor)
Compute a linear (non-spherical) interpolation of
this and the given quaternion q
and store the result in this. |
Quaternionf |
nlerp(Quaternionfc q,
float factor,
Quaternionf dest)
Compute a linear (non-spherical) interpolation of
this and the given quaternion q
and store the result in dest. |
static Quaternionfc |
nlerpIterative(Quaternionf[] qs,
float[] weights,
float dotThreshold,
Quaternionf dest)
Interpolate between all of the quaternions given in
qs via iterative non-spherical linear interpolation using the
specified interpolation factors weights, and store the result in dest. |
Quaternionf |
nlerpIterative(Quaternionfc q,
float alpha,
float dotThreshold)
Compute linear (non-spherical) interpolations of
this and the given quaternion q
iteratively and store the result in this. |
Quaternionf |
nlerpIterative(Quaternionfc q,
float alpha,
float dotThreshold,
Quaternionf dest)
Compute linear (non-spherical) interpolations of
this and the given quaternion q
iteratively and store the result in dest. |
Quaternionf |
normalize()
Normalize this quaternion.
|
Quaternionf |
normalize(Quaternionf dest)
Normalize this quaternion and store the result in
dest. |
Vector3f |
normalizedPositiveX(Vector3f dir)
Obtain the direction of
+X before the rotation transformation represented by this normalized quaternion is applied. |
Vector3f |
normalizedPositiveY(Vector3f dir)
Obtain the direction of
+Y before the rotation transformation represented by this normalized quaternion is applied. |
Vector3f |
normalizedPositiveZ(Vector3f dir)
Obtain the direction of
+Z before the rotation transformation represented by this normalized quaternion is applied. |
Vector3f |
positiveX(Vector3f dir)
Obtain the direction of
+X before the rotation transformation represented by this quaternion is applied. |
Vector3f |
positiveY(Vector3f dir)
Obtain the direction of
+Y before the rotation transformation represented by this quaternion is applied. |
Vector3f |
positiveZ(Vector3f dir)
Obtain the direction of
+Z before the rotation transformation represented by this 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 in dest. |
Quaternionf |
premul(Quaternionfc q)
Pre-multiply this quaternion by
q. |
Quaternionf |
premul(Quaternionfc q,
Quaternionf dest)
Pre-multiply this quaternion by
q and store the result in dest. |
void |
readExternal(ObjectInput in) |
Quaternionf |
rotateAxis(float angle,
float axisX,
float axisY,
float axisZ)
Apply a rotation to
this quaternion rotating the given radians about the specified axis. |
Quaternionf |
rotateAxis(float angle,
float axisX,
float axisY,
float axisZ,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the specified axis
and store the result in dest. |
Quaternionf |
rotateAxis(float angle,
Vector3fc axis)
Apply a rotation to
this quaternion rotating the given radians about the specified axis. |
Quaternionf |
rotateAxis(float angle,
Vector3fc axis,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the specified axis
and store the result in dest. |
Quaternionf |
rotateLocalX(float angle)
Apply a rotation to
this quaternion rotating the given radians about the local x axis. |
Quaternionf |
rotateLocalX(float angle,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the local x axis
and store the result in dest. |
Quaternionf |
rotateLocalY(float angle)
Apply a rotation to
this quaternion rotating the given radians about the local y axis. |
Quaternionf |
rotateLocalY(float angle,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the local y axis
and store the result in dest. |
Quaternionf |
rotateLocalZ(float angle)
Apply a rotation to
this quaternion rotating the given radians about the local z axis. |
Quaternionf |
rotateLocalZ(float angle,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the local z axis
and store the result in dest. |
Quaternionf |
rotateTo(float fromDirX,
float fromDirY,
float fromDirZ,
float toDirX,
float toDirY,
float toDirZ)
Apply a rotation to
this that rotates the fromDir vector to point along toDir. |
Quaternionf |
rotateTo(float fromDirX,
float fromDirY,
float fromDirZ,
float toDirX,
float toDirY,
float toDirZ,
Quaternionf dest)
Apply a rotation to
this that rotates the fromDir vector to point along toDir and
store the result in dest. |
Quaternionf |
rotateTo(Vector3fc fromDir,
Vector3fc toDir)
Apply a rotation to
this that rotates the fromDir vector to point along toDir. |
Quaternionf |
rotateTo(Vector3fc fromDir,
Vector3fc toDir,
Quaternionf dest)
Apply a rotation to
this that rotates the fromDir vector to point along toDir and
store the result in dest. |
Quaternionf |
rotateX(float angle)
Apply a rotation to
this quaternion rotating the given radians about the x axis. |
Quaternionf |
rotateX(float angle,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the x axis
and store the result in dest. |
Quaternionf |
rotateXYZ(float angleX,
float angleY,
float angleZ)
Apply a rotation to
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles using rotation sequence XYZ. |
Quaternionf |
rotateXYZ(float angleX,
float angleY,
float angleZ,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles using rotation sequence XYZ and store the result in dest. |
Quaternionf |
rotateY(float angle)
Apply a rotation to
this quaternion rotating the given radians about the y axis. |
Quaternionf |
rotateY(float angle,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the y axis
and store the result in dest. |
Quaternionf |
rotateYXZ(float angleZ,
float angleY,
float angleX)
Apply a rotation to
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles, using the rotation sequence YXZ. |
Quaternionf |
rotateYXZ(float angleY,
float angleX,
float angleZ,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles, using the rotation sequence YXZ and store the result in dest. |
Quaternionf |
rotateZ(float angle)
Apply a rotation to
this quaternion rotating the given radians about the z axis. |
Quaternionf |
rotateZ(float angle,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the z axis
and store the result in dest. |
Quaternionf |
rotateZYX(float angleZ,
float angleY,
float angleX)
Apply a rotation to
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles, using the rotation sequence ZYX. |
Quaternionf |
rotateZYX(float angleZ,
float angleY,
float angleX,
Quaternionf dest)
Apply a rotation to
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles, using the rotation sequence ZYX and store the result in dest. |
Quaternionf |
rotationAxis(AxisAngle4f axisAngle)
Set this
Quaternionf to a rotation of the given angle in radians about the supplied
axis, all of which are specified via the AxisAngle4f. |
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 |
rotationTo(float fromDirX,
float fromDirY,
float fromDirZ,
float toDirX,
float toDirY,
float toDirZ)
Set
this quaternion to a rotation that rotates the fromDir vector to point along toDir. |
Quaternionf |
rotationTo(Vector3fc fromDir,
Vector3fc toDir)
Set
this quaternion to a rotation that rotates the fromDir vector to point along toDir. |
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 given
factor. |
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 given
factor, and store the result in dest. |
Quaternionf |
scaling(float factor)
Set this quaternion to represent scaling, which results in a transformed vector to change
its length by the given
factor. |
Quaternionf |
set(AxisAngle4d axisAngle)
Set this quaternion to a rotation equivalent to the given
AxisAngle4d. |
Quaternionf |
set(AxisAngle4f axisAngle)
Set this quaternion to a rotation equivalent to the given
AxisAngle4f. |
Quaternionf |
set(float x,
float y,
float z,
float w)
Set this quaternion to the given values.
|
Quaternionf |
set(Quaternionfc q)
Set this quaternion to be a copy of q.
|
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 in
qs via spherical linear interpolation using the specified interpolation factors weights,
and store the result in dest. |
Quaternionf |
slerp(Quaternionfc target,
float alpha)
|
Quaternionf |
slerp(Quaternionfc target,
float alpha,
Quaternionf dest)
|
String |
toString()
Return a string representation of this quaternion.
|
String |
toString(NumberFormat formatter)
Return a string representation of this quaternion by formatting the components with the given
NumberFormat. |
Vector3d |
transform(double x,
double y,
double z,
Vector3d dest) |
Vector3f |
transform(float x,
float y,
float z,
Vector3f dest)
Transform the given vector
(x, y, z) by this quaternion and store the result in dest. |
Vector4f |
transform(float x,
float y,
float z,
Vector4f dest)
Transform the given vector
(x, y, z) by this quaternion and store the result in dest. |
Vector3d |
transform(Vector3dc vec,
Vector3d dest) |
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 in
dest. |
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 in
dest. |
Vector3f |
transformPositiveX(Vector3f dest)
Transform the vector
(1, 0, 0) by this quaternion. |
Vector4f |
transformPositiveX(Vector4f dest)
Transform the vector
(1, 0, 0) by this quaternion. |
Vector3f |
transformPositiveY(Vector3f dest)
Transform the vector
(0, 1, 0) by this quaternion. |
Vector4f |
transformPositiveY(Vector4f dest)
Transform the vector
(0, 1, 0) by this quaternion. |
Vector3f |
transformPositiveZ(Vector3f dest)
Transform the vector
(0, 0, 1) by this quaternion. |
Vector4f |
transformPositiveZ(Vector4f dest)
Transform the vector
(0, 0, 1) by this quaternion. |
Vector3f |
transformUnitPositiveX(Vector3f 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. |
Vector3f |
transformUnitPositiveY(Vector3f 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. |
Vector3f |
transformUnitPositiveZ(Vector3f 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(ObjectOutput out) |
float |
x() |
float |
y() |
float |
z() |
public float x
public float y
public float z
public float w
public Quaternionf()
Quaternionf and initialize it with (x=0, y=0, z=0, w=1),
where (x, y, z) is the vector part of the quaternion and w is the real/scalar part.public Quaternionf(float x,
float y,
float z,
float w)
Quaternionf and initialize its components to the given values.x - the first component of the imaginary party - the second component of the imaginary partz - the third component of the imaginary partw - the real partpublic Quaternionf(Quaternionf source)
Quaternionf and initialize its components to the same values as the given Quaternionf.source - the Quaternionf to take the component values frompublic Quaternionf(AxisAngle4f axisAngle)
Quaternionf which represents the rotation of the given AxisAngle4f.axisAngle - the AxisAngle4fpublic float x()
x in interface Quaternionfcpublic float y()
y in interface Quaternionfcpublic float z()
z in interface Quaternionfcpublic float w()
w in interface Quaternionfcpublic Quaternionf normalize()
public Quaternionf normalize(Quaternionf dest)
Quaternionfcdest.normalize in interface Quaternionfcdest - will hold the resultpublic Quaternionf add(float x, float y, float z, float w)
(x, y, z, w) to this quaternion.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 componentpublic Quaternionf add(float x, float y, float z, float w, Quaternionf dest)
Quaternionfc(x, y, z, w) to this quaternion and store the result in dest.add in interface Quaternionfcx - 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 resultpublic Quaternionf add(Quaternionfc q2)
q2 to this quaternion.q2 - the quaternion to add to thispublic Quaternionf add(Quaternionfc q2, Quaternionf dest)
Quaternionfcq2 to this quaternion and store the result in dest.add in interface Quaternionfcq2 - the quaternion to add to thisdest - will hold the resultpublic float dot(Quaternionf otherQuat)
otherQuat.otherQuat - the other quaternionpublic float angle()
Quaternionfcangle in interface Quaternionfcpublic Matrix3f get(Matrix3f dest)
Quaternionfcthis.get in interface Quaternionfcdest - the matrix to write the rotation intoMatrix3f.set(Quaternionfc)public Matrix3d get(Matrix3d dest)
Quaternionfcthis.get in interface Quaternionfcdest - the matrix to write the rotation intoMatrix3d.set(Quaternionfc)public Matrix4f get(Matrix4f dest)
Quaternionfcthis.get in interface Quaternionfcdest - the matrix to write the rotation intoMatrix4f.set(Quaternionfc)public Matrix4d get(Matrix4d dest)
Quaternionfcthis.get in interface Quaternionfcdest - the matrix to write the rotation intoMatrix4d.set(Quaternionfc)public Matrix4x3f get(Matrix4x3f dest)
Quaternionfcthis.get in interface Quaternionfcdest - the matrix to write the rotation intoMatrix4x3f.set(Quaternionfc)public Matrix4x3d get(Matrix4x3d dest)
Quaternionfcthis.get in interface Quaternionfcdest - the matrix to write the rotation intoMatrix4x3d.set(Quaternionfc)public AxisAngle4f get(AxisAngle4f dest)
QuaternionfcAxisAngle4f to represent the rotation of
this quaternion.get in interface Quaternionfcdest - the AxisAngle4f to setpublic Quaterniond get(Quaterniond dest)
QuaternionfcQuaterniond to the values of this.get in interface Quaternionfcdest - the Quaterniond to setQuaterniond.set(Quaternionfc)public Quaternionf get(Quaternionf dest)
Quaternionf to the values of this.get in interface Quaternionfcdest - the Quaternionf to setset(Quaternionfc)public ByteBuffer getAsMatrix3f(ByteBuffer dest)
Quaternionfcthis quaternion in column-major order into the given ByteBuffer.
This is equivalent to calling: this.get(new Matrix3f()).get(dest)
getAsMatrix3f in interface Quaternionfcdest - the destination bufferpublic FloatBuffer getAsMatrix3f(FloatBuffer dest)
Quaternionfcthis quaternion in column-major order into the given FloatBuffer.
This is equivalent to calling: this.get(new Matrix3f()).get(dest)
getAsMatrix3f in interface Quaternionfcdest - the destination bufferpublic ByteBuffer getAsMatrix4f(ByteBuffer dest)
Quaternionfcthis quaternion in column-major order into the given ByteBuffer.
This is equivalent to calling: this.get(new Matrix4f()).get(dest)
getAsMatrix4f in interface Quaternionfcdest - the destination bufferpublic FloatBuffer getAsMatrix4f(FloatBuffer dest)
Quaternionfcthis quaternion in column-major order into the given FloatBuffer.
This is equivalent to calling: this.get(new Matrix4f()).get(dest)
getAsMatrix4f in interface Quaternionfcdest - the destination bufferpublic ByteBuffer getAsMatrix4x3f(ByteBuffer dest)
Quaternionfcthis quaternion in column-major order into the given ByteBuffer.
This is equivalent to calling: this.get(new Matrix4x3f()).get(dest)
getAsMatrix4x3f in interface Quaternionfcdest - the destination bufferpublic FloatBuffer getAsMatrix4x3f(FloatBuffer dest)
Quaternionfcthis quaternion in column-major order into the given FloatBuffer.
This is equivalent to calling: this.get(new Matrix4x3f()).get(dest)
getAsMatrix4x3f in interface Quaternionfcdest - the destination bufferpublic Quaternionf set(float x, float y, float z, float w)
x - the new value of xy - the new value of yz - the new value of zw - the new value of wpublic Quaternionf set(Quaternionfc q)
q - the Quaternionf to copypublic Quaternionf set(AxisAngle4f axisAngle)
AxisAngle4f.axisAngle - the AxisAngle4fpublic Quaternionf set(AxisAngle4d axisAngle)
AxisAngle4d.axisAngle - the AxisAngle4dpublic Quaternionf setAngleAxis(float angle, float x, float y, float z)
This method assumes that the given rotation axis (x, y, z) is already normalized
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 axispublic Quaternionf setAngleAxis(double angle, double x, double y, double z)
This method assumes that the given rotation axis (x, y, z) is already normalized
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 axispublic Quaternionf rotationAxis(AxisAngle4f axisAngle)
Quaternionf to a rotation of the given angle in radians about the supplied
axis, all of which are specified via the AxisAngle4f.axisAngle - the AxisAngle4f giving the rotation angle in radians and the axis to rotate aboutrotationAxis(float, float, float, float)public Quaternionf rotationAxis(float angle, float axisX, float axisY, float axisZ)
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 axispublic Quaternionf rotationAxis(float angle, Vector3fc axis)
angle - the rotation angle in radiansaxis - the axis to rotate aboutrotationAxis(float, float, float, float)public Quaternionf rotationX(float angle)
angle - the angle in radians to rotate about the x axispublic Quaternionf rotationY(float angle)
angle - the angle in radians to rotate about the y axispublic Quaternionf rotationZ(float angle)
angle - the angle in radians to rotate about the z axispublic Quaternionf setFromUnnormalized(Matrix4fc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromUnnormalized(Matrix4x3fc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromUnnormalized(Matrix4x3dc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromNormalized(Matrix4fc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromNormalized(Matrix4x3fc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromNormalized(Matrix4x3dc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromUnnormalized(Matrix4dc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromNormalized(Matrix4dc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromUnnormalized(Matrix3fc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromNormalized(Matrix3fc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromUnnormalized(Matrix3dc mat)
This method assumes that the first three columns of the upper left 3x3 submatrix are no unit vectors.
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf setFromNormalized(Matrix3dc mat)
mat - the matrix whose rotational component is used to set this quaternionpublic Quaternionf fromAxisAngleRad(Vector3fc axis, float angle)
axis - the rotation axisangle - the angle in radianspublic Quaternionf fromAxisAngleRad(float axisX, float axisY, float axisZ, float angle)
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 radianspublic Quaternionf fromAxisAngleDeg(Vector3fc axis, float angle)
axis - the rotation axisangle - the angle in degreespublic Quaternionf fromAxisAngleDeg(float axisX, float axisY, float axisZ, float angle)
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 radianspublic Quaternionf mul(Quaternionfc q)
q.
If T is this and Q is the given
quaternion, then the resulting quaternion R 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 by T.
q - the quaternion to multiply this bypublic Quaternionf mul(Quaternionfc q, Quaternionf dest)
Quaternionfcq and store the result in dest.
If T is this and Q is the given
quaternion, then the resulting quaternion R 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 by T.
mul in interface Quaternionfcq - the quaternion to multiply this bydest - will hold the resultpublic Quaternionf mul(float qx, float qy, float qz, float qw)
(qx, qy, qz, qw).
If T is this and Q is the given
quaternion, then the resulting quaternion R 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 by T.
qx - the x component of the quaternion to multiply this byqy - the y component of the quaternion to multiply this byqz - the z component of the quaternion to multiply this byqw - the w component of the quaternion to multiply this bypublic Quaternionf mul(float qx, float qy, float qz, float qw, Quaternionf dest)
Quaternionfc(qx, qy, qz, qw) and store the result in dest.
If T is this and Q is the given
quaternion, then the resulting quaternion R 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 by T.
mul in interface Quaternionfcqx - the x component of the quaternion to multiply this byqy - the y component of the quaternion to multiply this byqz - the z component of the quaternion to multiply this byqw - the w component of the quaternion to multiply this bydest - will hold the resultpublic Quaternionf premul(Quaternionfc q)
q.
If T is this and Q is the given quaternion, then the resulting quaternion R is:
R = Q * T
So, this method uses pre-multiplication, resulting in a vector to be transformed by T first, and then by Q.
q - the quaternion to pre-multiply this bypublic Quaternionf premul(Quaternionfc q, Quaternionf dest)
Quaternionfcq and store the result in dest.
If T is this and Q is the given quaternion, then the resulting quaternion R is:
R = Q * T
So, this method uses pre-multiplication, resulting in a vector to be transformed by T first, and then by Q.
premul in interface Quaternionfcq - the quaternion to pre-multiply this bydest - will hold the resultpublic Quaternionf premul(float qx, float qy, float qz, float qw)
(qx, qy, qz, qw).
If T is this and Q is the given quaternion, then the resulting quaternion R is:
R = Q * T
So, this method uses pre-multiplication, resulting in a vector to be transformed by T first, and then by Q.
qx - the x component of the quaternion to multiply this byqy - the y component of the quaternion to multiply this byqz - the z component of the quaternion to multiply this byqw - the w component of the quaternion to multiply this bypublic Quaternionf premul(float qx, float qy, float qz, float qw, Quaternionf dest)
Quaternionfc(qx, qy, qz, qw) and store the result in dest.
If T is this and Q is the given quaternion, then the resulting quaternion R is:
R = Q * T
So, this method uses pre-multiplication, resulting in a vector to be transformed by T first, and then by Q.
premul in interface Quaternionfcqx - the x component of the quaternion to multiply this byqy - the y component of the quaternion to multiply this byqz - the z component of the quaternion to multiply this byqw - the w component of the quaternion to multiply this bydest - will hold the resultpublic Vector3f transform(Vector3f vec)
Quaternionfctransform in interface Quaternionfcvec - the vector to transformpublic Vector3f transformPositiveX(Vector3f dest)
Quaternionfc(1, 0, 0) by this quaternion.transformPositiveX in interface Quaternionfcdest - will hold the resultpublic Vector4f transformPositiveX(Vector4f dest)
Quaternionfc(1, 0, 0) by this quaternion.
Only the first three components of the given 4D vector are modified.
transformPositiveX in interface Quaternionfcdest - will hold the resultpublic Vector3f transformUnitPositiveX(Vector3f dest)
Quaternionfc(1, 0, 0) by this unit quaternion.
This method is only applicable when this is a unit quaternion.
Reference: https://de.mathworks.com/
transformUnitPositiveX in interface Quaternionfcdest - will hold the resultpublic Vector4f transformUnitPositiveX(Vector4f dest)
Quaternionfc(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/
transformUnitPositiveX in interface Quaternionfcdest - will hold the resultpublic Vector3f transformPositiveY(Vector3f dest)
Quaternionfc(0, 1, 0) by this quaternion.transformPositiveY in interface Quaternionfcdest - will hold the resultpublic Vector4f transformPositiveY(Vector4f dest)
Quaternionfc(0, 1, 0) by this quaternion.
Only the first three components of the given 4D vector are modified.
transformPositiveY in interface Quaternionfcdest - will hold the resultpublic Vector4f transformUnitPositiveY(Vector4f dest)
Quaternionfc(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/
transformUnitPositiveY in interface Quaternionfcdest - will hold the resultpublic Vector3f transformUnitPositiveY(Vector3f dest)
Quaternionfc(0, 1, 0) by this unit quaternion.
This method is only applicable when this is a unit quaternion.
Reference: https://de.mathworks.com/
transformUnitPositiveY in interface Quaternionfcdest - will hold the resultpublic Vector3f transformPositiveZ(Vector3f dest)
Quaternionfc(0, 0, 1) by this quaternion.transformPositiveZ in interface Quaternionfcdest - will hold the resultpublic Vector4f transformPositiveZ(Vector4f dest)
Quaternionfc(0, 0, 1) by this quaternion.
Only the first three components of the given 4D vector are modified.
transformPositiveZ in interface Quaternionfcdest - will hold the resultpublic Vector4f transformUnitPositiveZ(Vector4f dest)
Quaternionfc(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/
transformUnitPositiveZ in interface Quaternionfcdest - will hold the resultpublic Vector3f transformUnitPositiveZ(Vector3f dest)
Quaternionfc(0, 0, 1) by this unit quaternion.
This method is only applicable when this is a unit quaternion.
Reference: https://de.mathworks.com/
transformUnitPositiveZ in interface Quaternionfcdest - will hold the resultpublic Vector4f transform(Vector4f vec)
QuaternionfcOnly the first three components of the given 4D vector are being used and modified.
transform in interface Quaternionfcvec - the vector to transformpublic Vector3f transform(Vector3fc vec, Vector3f dest)
Quaternionfcdest.
This will apply the rotation described by this quaternion to the given vector.transform in interface Quaternionfcvec - the vector to transformdest - will hold the resultpublic Vector3f transform(float x, float y, float z, Vector3f dest)
Quaternionfc(x, y, z) by this quaternion and store the result in dest.
This will apply the rotation described by this quaternion to the given vector.transform in interface Quaternionfcx - 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 resultpublic Vector4f transform(Vector4fc vec, Vector4f dest)
Quaternionfcdest.
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.
transform in interface Quaternionfcvec - the vector to transformdest - will hold the resultpublic Vector4f transform(float x, float y, float z, Vector4f dest)
Quaternionfc(x, y, z) by this quaternion and store the result in dest.
This will apply the rotation described by this quaternion to the given vector.transform in interface Quaternionfcx - 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 resultpublic Quaternionf invert(Quaternionf dest)
Quaternionfcnormalized result in dest.
If this quaternion is already normalized, then Quaternionfc.conjugate(Quaternionf) should be used instead.
invert in interface Quaternionfcdest - will hold the resultQuaternionfc.conjugate(Quaternionf)public Quaternionf invert()
normalize it.
If this quaternion is already normalized, then conjugate() should be used instead.
conjugate()public Quaternionf div(Quaternionfc b, Quaternionf dest)
Quaternionfcthis quaternion by b and store the result in dest.
The division expressed using the inverse is performed in the following way:
dest = this * b^-1, where b^-1 is the inverse of b.
div in interface Quaternionfcb - the Quaternionfc to divide this bydest - will hold the resultpublic Quaternionf div(Quaternionfc b)
this quaternion by b.
The division expressed using the inverse is performed in the following way:
this = this * b^-1, where b^-1 is the inverse of b.
b - the Quaternionf to divide this bypublic Quaternionf conjugate()
public Quaternionf conjugate(Quaternionf dest)
Quaternionfcdest.conjugate in interface Quaternionfcdest - will hold the resultpublic Quaternionf identity()
public Quaternionf rotateXYZ(float angleX, float angleY, float angleZ)
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles using rotation sequence XYZ.
This method is equivalent to calling: rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
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 axispublic Quaternionf rotateXYZ(float angleX, float angleY, float angleZ, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles using rotation sequence XYZ and store the result in dest.
This method is equivalent to calling: rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateXYZ in interface QuaternionfcangleX - 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 resultpublic Quaternionf rotateZYX(float angleZ, float angleY, float angleX)
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles, using the rotation sequence ZYX.
This method is equivalent to calling: rotateZ(angleZ).rotateY(angleY).rotateX(angleX)
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
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 axispublic Quaternionf rotateZYX(float angleZ, float angleY, float angleX, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles, using the rotation sequence ZYX and store the result in dest.
This method is equivalent to calling: rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateZYX in interface QuaternionfcangleZ - 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 resultpublic Quaternionf rotateYXZ(float angleZ, float angleY, float angleX)
this quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles, using the rotation sequence YXZ.
This method is equivalent to calling: rotateY(angleY).rotateX(angleX).rotateZ(angleZ)
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
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 axispublic Quaternionf rotateYXZ(float angleY, float angleX, float angleZ, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the cartesian base unit axes,
called the euler angles, using the rotation sequence YXZ and store the result in dest.
This method is equivalent to calling: rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateYXZ in interface QuaternionfcangleY - 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 resultpublic Vector3f getEulerAnglesXYZ(Vector3f eulerAngles)
QuaternionfcXYZ of this quaternion and store them in the
provided parameter eulerAngles.getEulerAnglesXYZ in interface QuaternionfceulerAngles - will hold the euler angles in radianspublic float lengthSquared()
QuaternionfclengthSquared in interface Quaternionfcpublic Quaternionf rotationXYZ(float angleX, float angleY, float angleZ)
This method is equivalent to calling: rotationX(angleX).rotateY(angleY).rotateZ(angleZ)
Reference: this stackexchange answer
angleX - the angle in radians to rotate about xangleY - the angle in radians to rotate about yangleZ - the angle in radians to rotate about zpublic Quaternionf rotationZYX(float angleZ, float angleY, float angleX)
This method is equivalent to calling: rotationZ(angleZ).rotateY(angleY).rotateX(angleX)
Reference: this stackexchange answer
angleX - the angle in radians to rotate about xangleY - the angle in radians to rotate about yangleZ - the angle in radians to rotate about zpublic Quaternionf rotationYXZ(float angleY, float angleX, float angleZ)
This method is equivalent to calling: rotationY(angleY).rotateX(angleX).rotateZ(angleZ)
Reference: https://en.wikipedia.org
angleY - the angle in radians to rotate about yangleX - the angle in radians to rotate about xangleZ - the angle in radians to rotate about zpublic Quaternionf slerp(Quaternionfc target, float alpha)
this unit quaternion and the specified
target unit quaternion using spherical linear interpolation using the specified interpolation factor alpha.
This method resorts to non-spherical linear interpolation when the absolute dot product of this and target is
below 1E-6f.
target - the target of the interpolation, which should be reached with alpha = 1.0alpha - the interpolation factor, within [0..1]public Quaternionf slerp(Quaternionfc target, float alpha, Quaternionf dest)
Quaternionfcthis unit quaternion and the specified
target unit quaternion using spherical linear interpolation using the specified interpolation factor alpha,
and store the result in dest.
This method resorts to non-spherical linear interpolation when the absolute dot product of this and target is
below 1E-6f.
Reference: http://fabiensanglard.net
slerp in interface Quaternionfctarget - the target of the interpolation, which should be reached with alpha = 1.0alpha - the interpolation factor, within [0..1]dest - will hold the resultpublic static Quaternionfc slerp(Quaternionf[] qs, float[] weights, Quaternionf dest)
qs via spherical linear interpolation using the specified interpolation factors weights,
and store the result in dest.
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/
qs - the quaternions to interpolate overweights - the weights of each individual quaternion in qsdest - will hold the resultpublic Quaternionf scale(float factor)
factor.factor - the scaling factorpublic Quaternionf scale(float factor, Quaternionf dest)
Quaternionfcfactor, and store the result in dest.scale in interface Quaternionfcfactor - the scaling factordest - will hold the resultpublic Quaternionf scaling(float factor)
factor.factor - the scaling factorpublic Quaternionf integrate(float dt, float vx, float vy, float vz)
(vx, vy, vz) around the x, y and z axis, respectively,
with respect to the given elapsed time delta dt 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) by this, so
the angular velocities are always relative to the local coordinate system of the rotation represented by this quaternion.
This method is equivalent to calling: rotateLocal(dt * vx, dt * vy, dt * vz)
Reference: http://physicsforgames.blogspot.de/
dt - the delta timevx - the angular velocity around the x axisvy - the angular velocity around the y axisvz - the angular velocity around the z axispublic Quaternionf integrate(float dt, float vx, float vy, float vz, Quaternionf dest)
Quaternionfc(vx, vy, vz) around the x, y and z axis, respectively,
with respect to the given elapsed time delta dt and add the differentiate rotation to the rotation represented by this quaternion
and store the result into dest.
This method pre-multiplies the rotation given by dt and (vx, vy, vz) by this, so
the angular velocities are always relative to the local coordinate system of the rotation represented by this quaternion.
This method is equivalent to calling: rotateLocal(dt * vx, dt * vy, dt * vz, dest)
Reference: http://physicsforgames.blogspot.de/
integrate in interface Quaternionfcdt - 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 resultpublic Quaternionf nlerp(Quaternionfc q, float factor)
this and the given quaternion q
and store the result in this.q - the other quaternionfactor - the interpolation factor. It is between 0.0 and 1.0public Quaternionf nlerp(Quaternionfc q, float factor, Quaternionf dest)
Quaternionfcthis and the given quaternion q
and store the result in dest.
Reference: http://fabiensanglard.net
nlerp in interface Quaternionfcq - the other quaternionfactor - the interpolation factor. It is between 0.0 and 1.0dest - will hold the resultpublic static Quaternionfc nlerp(Quaternionfc[] qs, float[] weights, Quaternionf dest)
qs via non-spherical linear interpolation using the
specified interpolation factors weights, and store the result in dest.
This method will interpolate between each two successive quaternions via nlerp(Quaternionfc, float)
using their relative interpolation weights.
Reference: http://gamedev.stackexchange.com/
qs - the quaternions to interpolate overweights - the weights of each individual quaternion in qsdest - will hold the resultpublic Quaternionf nlerpIterative(Quaternionfc q, float alpha, float dotThreshold, Quaternionf dest)
Quaternionfcthis and the given quaternion q
iteratively and store the result in dest.
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 between this and q via non-spherical linear interpolations as long as
the absolute dot product of this and q is greater than the given dotThreshold parameter.
Thanks to @theagentd at http://www.java-gaming.org/ for providing the code.
nlerpIterative in interface Quaternionfcq - the other quaternionalpha - the interpolation factor, between 0.0 and 1.0dotThreshold - the threshold for the dot product of this and q above which this method performs another iteration
of a small-step linear interpolationdest - will hold the resultpublic Quaternionf nlerpIterative(Quaternionfc q, float alpha, float dotThreshold)
this and the given quaternion q
iteratively and store the result in this.
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 between this and q via non-spherical linear interpolations as long as
the absolute dot product of this and q is greater than the given dotThreshold parameter.
Thanks to @theagentd at http://www.java-gaming.org/ for providing the code.
q - the other quaternionalpha - the interpolation factor, between 0.0 and 1.0dotThreshold - the threshold for the dot product of this and q above which this method performs another iteration
of a small-step linear interpolationpublic static Quaternionfc nlerpIterative(Quaternionf[] qs, float[] weights, float dotThreshold, Quaternionf dest)
qs via iterative non-spherical linear interpolation using the
specified interpolation factors weights, and store the result in dest.
This method will interpolate between each two successive quaternions via nlerpIterative(Quaternionfc, float, float)
using their relative interpolation weights.
Reference: http://gamedev.stackexchange.com/
qs - the quaternions to interpolate overweights - the weights of each individual quaternion in qsdotThreshold - the threshold for the dot product of each two interpolated quaternions above which nlerpIterative(Quaternionfc, float, float) performs another iteration
of a small-step linear interpolationdest - will hold the resultpublic Quaternionf lookAlong(Vector3fc dir, Vector3fc up)
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 and dir vectors.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
Reference: http://answers.unity3d.com
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 given dir and uplookAlong(float, float, float, float, float, float, Quaternionf)public Quaternionf lookAlong(Vector3fc dir, Vector3fc up, Quaternionf dest)
Quaternionfcdest.
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 and dir vectors.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
Reference: http://answers.unity3d.com
lookAlong in interface Quaternionfcdir - 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 given dir and updest - will hold the resultQuaternionfc.lookAlong(float, float, float, float, float, float, Quaternionf)public Quaternionf lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ)
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 and dir vectors.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
Reference: http://answers.unity3d.com
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 vectorlookAlong(float, float, float, float, float, float, Quaternionf)public Quaternionf lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Quaternionf dest)
Quaternionfcdest.
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 and dir vectors.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
Reference: http://answers.unity3d.com
lookAlong in interface QuaternionfcdirX - 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 resultpublic Quaternionf rotationTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ)
this quaternion to a rotation that rotates the fromDir vector to point along toDir.
Since there can be multiple possible rotations, this method chooses the one with the shortest arc.
Reference: stackoverflow.com
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 topublic Quaternionf rotationTo(Vector3fc fromDir, Vector3fc toDir)
this quaternion to a rotation that rotates the fromDir vector to point along toDir.
Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
fromDir - the starting directiontoDir - the destination directionrotationTo(float, float, float, float, float, float)public Quaternionf rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ, Quaternionf dest)
Quaternionfcthis that rotates the fromDir vector to point along toDir and
store the result in dest.
Since there can be multiple possible rotations, this method chooses the one with the shortest arc.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
Reference: stackoverflow.com
rotateTo in interface QuaternionfcfromDirX - 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 resultpublic Quaternionf rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ)
this that rotates the fromDir vector to point along toDir.
Since there can be multiple possible rotations, this method chooses the one with the shortest arc.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
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 torotateTo(float, float, float, float, float, float, Quaternionf)public Quaternionf rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest)
Quaternionfcthis that rotates the fromDir vector to point along toDir and
store the result in dest.
Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateTo in interface QuaternionfcfromDir - the starting directiontoDir - the destination directiondest - will hold the resultQuaternionfc.rotateTo(float, float, float, float, float, float, Quaternionf)public Quaternionf rotateTo(Vector3fc fromDir, Vector3fc toDir)
this that rotates the fromDir vector to point along toDir.
Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
fromDir - the starting directiontoDir - the destination directionrotateTo(float, float, float, float, float, float, Quaternionf)public Quaternionf rotateX(float angle)
this quaternion rotating the given radians about the x axis.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
angle - the angle in radians to rotate about the x axispublic Quaternionf rotateX(float angle, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the x axis
and store the result in dest.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateX in interface Quaternionfcangle - the angle in radians to rotate about the x axisdest - will hold the resultpublic Quaternionf rotateY(float angle)
this quaternion rotating the given radians about the y axis.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
angle - the angle in radians to rotate about the y axispublic Quaternionf rotateY(float angle, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the y axis
and store the result in dest.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateY in interface Quaternionfcangle - the angle in radians to rotate about the y axisdest - will hold the resultpublic Quaternionf rotateZ(float angle)
this quaternion rotating the given radians about the z axis.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
angle - the angle in radians to rotate about the z axispublic Quaternionf rotateZ(float angle, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the z axis
and store the result in dest.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateZ in interface Quaternionfcangle - the angle in radians to rotate about the z axisdest - will hold the resultpublic Quaternionf rotateLocalX(float angle)
this quaternion rotating the given radians about the local x axis.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be R * Q. So when transforming a
vector v with the new quaternion by using R * Q * v, the
rotation represented by this will be applied first!
angle - the angle in radians to rotate about the local x axispublic Quaternionf rotateLocalX(float angle, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the local x axis
and store the result in dest.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be R * Q. So when transforming a
vector v with the new quaternion by using R * Q * v, the
rotation represented by this will be applied first!
rotateLocalX in interface Quaternionfcangle - the angle in radians to rotate about the local x axisdest - will hold the resultpublic Quaternionf rotateLocalY(float angle)
this quaternion rotating the given radians about the local y axis.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be R * Q. So when transforming a
vector v with the new quaternion by using R * Q * v, the
rotation represented by this will be applied first!
angle - the angle in radians to rotate about the local y axispublic Quaternionf rotateLocalY(float angle, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the local y axis
and store the result in dest.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be R * Q. So when transforming a
vector v with the new quaternion by using R * Q * v, the
rotation represented by this will be applied first!
rotateLocalY in interface Quaternionfcangle - the angle in radians to rotate about the local y axisdest - will hold the resultpublic Quaternionf rotateLocalZ(float angle)
this quaternion rotating the given radians about the local z axis.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be R * Q. So when transforming a
vector v with the new quaternion by using R * Q * v, the
rotation represented by this will be applied first!
angle - the angle in radians to rotate about the local z axispublic Quaternionf rotateLocalZ(float angle, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the local z axis
and store the result in dest.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be R * Q. So when transforming a
vector v with the new quaternion by using R * Q * v, the
rotation represented by this will be applied first!
rotateLocalZ in interface Quaternionfcangle - the angle in radians to rotate about the local z axisdest - will hold the resultpublic Quaternionf rotateAxis(float angle, float axisX, float axisY, float axisZ, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the specified axis
and store the result in dest.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateAxis in interface Quaternionfcangle - 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 resultpublic Quaternionf rotateAxis(float angle, Vector3fc axis, Quaternionf dest)
Quaternionfcthis quaternion rotating the given radians about the specified axis
and store the result in dest.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
rotateAxis in interface Quaternionfcangle - the angle in radians to rotate about the specified axisaxis - the rotation axisdest - will hold the resultQuaternionfc.rotateAxis(float, float, float, float, Quaternionf)public Quaternionf rotateAxis(float angle, Vector3fc axis)
this quaternion rotating the given radians about the specified axis.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
angle - the angle in radians to rotate about the specified axisaxis - the rotation axisrotateAxis(float, float, float, float, Quaternionf)public Quaternionf rotateAxis(float angle, float axisX, float axisY, float axisZ)
this quaternion rotating the given radians about the specified axis.
If Q is this quaternion and R the quaternion representing the
specified rotation, then the new quaternion will be Q * R. So when transforming a
vector v with the new quaternion by using Q * R * v, the
rotation added by this method will be applied first!
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 axisrotateAxis(float, float, float, float, Quaternionf)public String toString()
This method creates a new DecimalFormat on every invocation with the format string "0.000E0;-".
public String toString(NumberFormat formatter)
NumberFormat.formatter - the NumberFormat used to format the quaternion components withpublic void writeExternal(ObjectOutput out) throws IOException
writeExternal in interface ExternalizableIOExceptionpublic void readExternal(ObjectInput in) throws IOException, ClassNotFoundException
readExternal in interface ExternalizableIOExceptionClassNotFoundExceptionpublic Quaternionf difference(Quaternionf other)
this and the other quaternion
and store the result in this.
The difference is the rotation that has to be applied to get from
this rotation to other. If T is this, Q
is other and D is the computed difference, then the following equation holds:
T * D = Q
It is defined as: D = T^-1 * Q, where T^-1 denotes the inverse of T.
other - the other quaternionpublic Quaternionf difference(Quaternionf other, Quaternionf dest)
Quaternionfcthis and the other quaternion
and store the result in dest.
The difference is the rotation that has to be applied to get from
this rotation to other. If T is this, Q
is other and D is the computed difference, then the following equation holds:
T * D = Q
It is defined as: D = T^-1 * Q, where T^-1 denotes the inverse of T.
difference in interface Quaternionfcother - the other quaterniondest - will hold the resultpublic Vector3f positiveX(Vector3f dir)
Quaternionfc+X before the rotation transformation represented by this quaternion is applied.
This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).invert(); inv.transform(dir.set(1, 0, 0));
positiveX in interface Quaternionfcdir - will hold the direction of +Xpublic Vector3f normalizedPositiveX(Vector3f dir)
Quaternionfc+X before the rotation transformation represented by this normalized quaternion is applied.
The quaternion must be normalized 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));
normalizedPositiveX in interface Quaternionfcdir - will hold the direction of +Xpublic Vector3f positiveY(Vector3f dir)
Quaternionfc+Y before the rotation transformation represented by this quaternion is applied.
This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).invert(); inv.transform(dir.set(0, 1, 0));
positiveY in interface Quaternionfcdir - will hold the direction of +Ypublic Vector3f normalizedPositiveY(Vector3f dir)
Quaternionfc+Y before the rotation transformation represented by this normalized quaternion is applied.
The quaternion must be normalized 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));
normalizedPositiveY in interface Quaternionfcdir - will hold the direction of +Ypublic Vector3f positiveZ(Vector3f dir)
Quaternionfc+Z before the rotation transformation represented by this quaternion is applied.
This method is equivalent to the following code:
Quaternionf inv = new Quaternionf(this).invert(); inv.transform(dir.set(0, 0, 1));
positiveZ in interface Quaternionfcdir - will hold the direction of +Zpublic Vector3f normalizedPositiveZ(Vector3f dir)
Quaternionfc+Z before the rotation transformation represented by this normalized quaternion is applied.
The quaternion must be normalized 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));
normalizedPositiveZ in interface Quaternionfcdir - will hold the direction of +ZCopyright © 2015–2019 JOML. All rights reserved.