Package org.joml

Interface Quaternionfc

  • All Known Implementing Classes:
    Quaternionf

    public interface Quaternionfc
    Interface to a read-only view of a quaternion of single-precision floats.
    Author:
    Kai Burjack
    • Method Detail

      • x

        float x()
        Returns:
        the first component of the vector part
      • y

        float y()
        Returns:
        the second component of the vector part
      • z

        float z()
        Returns:
        the third component of the vector part
      • w

        float w()
        Returns:
        the real/scalar part of the quaternion
      • normalize

        Quaternionf normalize​(Quaternionf dest)
        Normalize this quaternion and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • add

        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.
        Parameters:
        x - the x component of the vector part
        y - the y component of the vector part
        z - the z component of the vector part
        w - the real/scalar component
        dest - will hold the result
        Returns:
        dest
      • add

        Quaternionf add​(Quaternionfc q2,
                        Quaternionf dest)
        Add q2 to this quaternion and store the result in dest.
        Parameters:
        q2 - the quaternion to add to this
        dest - will hold the result
        Returns:
        dest
      • angle

        float angle()
        Return the angle in radians represented by this quaternion rotation.
        Returns:
        the angle in radians
      • get

        Matrix3f get​(Matrix3f dest)
        Set the given destination matrix to the rotation represented by this.
        Parameters:
        dest - the matrix to write the rotation into
        Returns:
        the passed in destination
        See Also:
        Matrix3f.set(Quaternionfc)
      • get

        Matrix3d get​(Matrix3d dest)
        Set the given destination matrix to the rotation represented by this.
        Parameters:
        dest - the matrix to write the rotation into
        Returns:
        the passed in destination
        See Also:
        Matrix3d.set(Quaternionfc)
      • get

        Matrix4f get​(Matrix4f dest)
        Set the given destination matrix to the rotation represented by this.
        Parameters:
        dest - the matrix to write the rotation into
        Returns:
        the passed in destination
        See Also:
        Matrix4f.set(Quaternionfc)
      • get

        Matrix4d get​(Matrix4d dest)
        Set the given destination matrix to the rotation represented by this.
        Parameters:
        dest - the matrix to write the rotation into
        Returns:
        the passed in destination
        See Also:
        Matrix4d.set(Quaternionfc)
      • get

        Matrix4x3f get​(Matrix4x3f dest)
        Set the given destination matrix to the rotation represented by this.
        Parameters:
        dest - the matrix to write the rotation into
        Returns:
        the passed in destination
        See Also:
        Matrix4x3f.set(Quaternionfc)
      • get

        Matrix4x3d get​(Matrix4x3d dest)
        Set the given destination matrix to the rotation represented by this.
        Parameters:
        dest - the matrix to write the rotation into
        Returns:
        the passed in destination
        See Also:
        Matrix4x3d.set(Quaternionfc)
      • getAsMatrix3f

        java.nio.ByteBuffer getAsMatrix3f​(java.nio.ByteBuffer dest)
        Store the 3x3 float matrix representation of this quaternion in column-major order into the given ByteBuffer.

        This is equivalent to calling: this.get(new Matrix3f()).get(dest)

        Parameters:
        dest - the destination buffer
        Returns:
        dest
      • getAsMatrix3f

        java.nio.FloatBuffer getAsMatrix3f​(java.nio.FloatBuffer dest)
        Store the 3x3 float matrix representation of this quaternion in column-major order into the given FloatBuffer.

        This is equivalent to calling: this.get(new Matrix3f()).get(dest)

        Parameters:
        dest - the destination buffer
        Returns:
        dest
      • getAsMatrix4f

        java.nio.ByteBuffer getAsMatrix4f​(java.nio.ByteBuffer dest)
        Store the 4x4 float matrix representation of this quaternion in column-major order into the given ByteBuffer.

        This is equivalent to calling: this.get(new Matrix4f()).get(dest)

        Parameters:
        dest - the destination buffer
        Returns:
        dest
      • getAsMatrix4f

        java.nio.FloatBuffer getAsMatrix4f​(java.nio.FloatBuffer dest)
        Store the 4x4 float matrix representation of this quaternion in column-major order into the given FloatBuffer.

        This is equivalent to calling: this.get(new Matrix4f()).get(dest)

        Parameters:
        dest - the destination buffer
        Returns:
        dest
      • getAsMatrix4x3f

        java.nio.ByteBuffer getAsMatrix4x3f​(java.nio.ByteBuffer dest)
        Store the 4x3 float matrix representation of this quaternion in column-major order into the given ByteBuffer.

        This is equivalent to calling: this.get(new Matrix4x3f()).get(dest)

        Parameters:
        dest - the destination buffer
        Returns:
        dest
      • getAsMatrix4x3f

        java.nio.FloatBuffer getAsMatrix4x3f​(java.nio.FloatBuffer dest)
        Store the 4x3 float matrix representation of this quaternion in column-major order into the given FloatBuffer.

        This is equivalent to calling: this.get(new Matrix4x3f()).get(dest)

        Parameters:
        dest - the destination buffer
        Returns:
        dest
      • mul

        Quaternionf mul​(Quaternionfc q,
                        Quaternionf dest)
        Multiply this quaternion by q 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.

        Parameters:
        q - the quaternion to multiply this by
        dest - will hold the result
        Returns:
        dest
      • mul

        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.

        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.

        Parameters:
        qx - the x component of the quaternion to multiply this by
        qy - the y component of the quaternion to multiply this by
        qz - the z component of the quaternion to multiply this by
        qw - the w component of the quaternion to multiply this by
        dest - will hold the result
        Returns:
        dest
      • premul

        Quaternionf premul​(Quaternionfc q,
                           Quaternionf dest)
        Pre-multiply this quaternion by q 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.

        Parameters:
        q - the quaternion to pre-multiply this by
        dest - will hold the result
        Returns:
        dest
      • premul

        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.

        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.

        Parameters:
        qx - the x component of the quaternion to multiply this by
        qy - the y component of the quaternion to multiply this by
        qz - the z component of the quaternion to multiply this by
        qw - the w component of the quaternion to multiply this by
        dest - will hold the result
        Returns:
        dest
      • transform

        Vector3f transform​(Vector3f vec)
        Transform the given vector by this quaternion. This will apply the rotation described by this quaternion to the given vector.
        Parameters:
        vec - the vector to transform
        Returns:
        vec
      • transformPositiveX

        Vector3f transformPositiveX​(Vector3f dest)
        Transform the vector (1, 0, 0) by this quaternion.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformPositiveX

        Vector4f transformPositiveX​(Vector4f dest)
        Transform the vector (1, 0, 0) by this quaternion.

        Only the first three components of the given 4D vector are modified.

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformUnitPositiveX

        Vector3f transformUnitPositiveX​(Vector3f dest)
        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/

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformUnitPositiveX

        Vector4f transformUnitPositiveX​(Vector4f dest)
        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/

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformPositiveY

        Vector3f transformPositiveY​(Vector3f dest)
        Transform the vector (0, 1, 0) by this quaternion.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformPositiveY

        Vector4f transformPositiveY​(Vector4f dest)
        Transform the vector (0, 1, 0) by this quaternion.

        Only the first three components of the given 4D vector are modified.

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformUnitPositiveY

        Vector3f transformUnitPositiveY​(Vector3f dest)
        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/

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformUnitPositiveY

        Vector4f transformUnitPositiveY​(Vector4f dest)
        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/

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformPositiveZ

        Vector3f transformPositiveZ​(Vector3f dest)
        Transform the vector (0, 0, 1) by this quaternion.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformPositiveZ

        Vector4f transformPositiveZ​(Vector4f dest)
        Transform the vector (0, 0, 1) by this quaternion.

        Only the first three components of the given 4D vector are modified.

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformUnitPositiveZ

        Vector3f transformUnitPositiveZ​(Vector3f dest)
        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/

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transformUnitPositiveZ

        Vector4f transformUnitPositiveZ​(Vector4f dest)
        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/

        Parameters:
        dest - will hold the result
        Returns:
        dest
      • transform

        Vector4f transform​(Vector4f vec)
        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.

        Parameters:
        vec - the vector to transform
        Returns:
        vec
      • transform

        Vector3f transform​(Vector3fc vec,
                           Vector3f dest)
        Transform the given vector by this quaternion and store the result in dest. This will apply the rotation described by this quaternion to the given vector.
        Parameters:
        vec - the vector to transform
        dest - will hold the result
        Returns:
        dest
      • transform

        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. This will apply the rotation described by this quaternion to the given vector.
        Parameters:
        x - the x coordinate of the vector to transform
        y - the y coordinate of the vector to transform
        z - the z coordinate of the vector to transform
        dest - will hold the result
        Returns:
        dest
      • transform

        Vector4f transform​(Vector4fc vec,
                           Vector4f dest)
        Transform the given vector by this quaternion and store the result in dest. 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.

        Parameters:
        vec - the vector to transform
        dest - will hold the result
        Returns:
        dest
      • transform

        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. This will apply the rotation described by this quaternion to the given vector.
        Parameters:
        x - the x coordinate of the vector to transform
        y - the y coordinate of the vector to transform
        z - the z coordinate of the vector to transform
        dest - will hold the result
        Returns:
        dest
      • div

        Quaternionf div​(Quaternionfc b,
                        Quaternionf dest)
        Divide this 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.

        Parameters:
        b - the Quaternionfc to divide this by
        dest - will hold the result
        Returns:
        dest
      • conjugate

        Quaternionf conjugate​(Quaternionf dest)
        Conjugate this quaternion and store the result in dest.
        Parameters:
        dest - will hold the result
        Returns:
        dest
      • rotateXYZ

        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.

        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!

        Parameters:
        angleX - the angle in radians to rotate about the x axis
        angleY - the angle in radians to rotate about the y axis
        angleZ - the angle in radians to rotate about the z axis
        dest - will hold the result
        Returns:
        dest
      • rotateZYX

        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.

        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!

        Parameters:
        angleZ - the angle in radians to rotate about the z axis
        angleY - the angle in radians to rotate about the y axis
        angleX - the angle in radians to rotate about the x axis
        dest - will hold the result
        Returns:
        dest
      • rotateYXZ

        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.

        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!

        Parameters:
        angleY - the angle in radians to rotate about the y axis
        angleX - the angle in radians to rotate about the x axis
        angleZ - the angle in radians to rotate about the z axis
        dest - will hold the result
        Returns:
        dest
      • getEulerAnglesXYZ

        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.
        Parameters:
        eulerAngles - will hold the euler angles in radians
        Returns:
        the passed in vector
      • lengthSquared

        float lengthSquared()
        Return the square of the length of this quaternion.
        Returns:
        the length
      • slerp

        Quaternionf slerp​(Quaternionfc target,
                          float alpha,
                          Quaternionf dest)
        Interpolate between this 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

        Parameters:
        target - the target of the interpolation, which should be reached with alpha = 1.0
        alpha - the interpolation factor, within [0..1]
        dest - will hold the result
        Returns:
        dest
      • scale

        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.
        Parameters:
        factor - the scaling factor
        dest - will hold the result
        Returns:
        dest
      • integrate

        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.

        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/

        Parameters:
        dt - the delta time
        vx - the angular velocity around the x axis
        vy - the angular velocity around the y axis
        vz - the angular velocity around the z axis
        dest - will hold the result
        Returns:
        dest
      • nlerp

        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.

        Reference: http://fabiensanglard.net

        Parameters:
        q - the other quaternion
        factor - the interpolation factor. It is between 0.0 and 1.0
        dest - will hold the result
        Returns:
        dest
      • nlerpIterative

        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.

        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.

        Parameters:
        q - the other quaternion
        alpha - the interpolation factor, between 0.0 and 1.0
        dotThreshold - the threshold for the dot product of this and q above which this method performs another iteration of a small-step linear interpolation
        dest - will hold the result
        Returns:
        dest
      • lookAlong

        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.

        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

        Parameters:
        dir - the direction to map to the positive Z axis
        up - the vector which will be mapped to a vector parallel to the plane spanned by the given dir and up
        dest - will hold the result
        Returns:
        dest
        See Also:
        lookAlong(float, float, float, float, float, float, Quaternionf)
      • lookAlong

        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.

        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

        Parameters:
        dirX - the x-coordinate of the direction to look along
        dirY - the y-coordinate of the direction to look along
        dirZ - the z-coordinate of the direction to look along
        upX - the x-coordinate of the up vector
        upY - the y-coordinate of the up vector
        upZ - the z-coordinate of the up vector
        dest - will hold the result
        Returns:
        dest
      • rotateTo

        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.

        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

        Parameters:
        fromDirX - the x-coordinate of the direction to rotate into the destination direction
        fromDirY - the y-coordinate of the direction to rotate into the destination direction
        fromDirZ - the z-coordinate of the direction to rotate into the destination direction
        toDirX - the x-coordinate of the direction to rotate to
        toDirY - the y-coordinate of the direction to rotate to
        toDirZ - the z-coordinate of the direction to rotate to
        dest - will hold the result
        Returns:
        dest
      • rotateTo

        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.

        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!

        Parameters:
        fromDir - the starting direction
        toDir - the destination direction
        dest - will hold the result
        Returns:
        dest
        See Also:
        rotateTo(float, float, float, float, float, float, Quaternionf)
      • rotateX

        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.

        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!

        Parameters:
        angle - the angle in radians to rotate about the x axis
        dest - will hold the result
        Returns:
        dest
      • rotateY

        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.

        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!

        Parameters:
        angle - the angle in radians to rotate about the y axis
        dest - will hold the result
        Returns:
        dest
      • rotateZ

        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.

        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!

        Parameters:
        angle - the angle in radians to rotate about the z axis
        dest - will hold the result
        Returns:
        dest
      • rotateLocalX

        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.

        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!

        Parameters:
        angle - the angle in radians to rotate about the local x axis
        dest - will hold the result
        Returns:
        dest
      • rotateLocalY

        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.

        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!

        Parameters:
        angle - the angle in radians to rotate about the local y axis
        dest - will hold the result
        Returns:
        dest
      • rotateLocalZ

        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.

        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!

        Parameters:
        angle - the angle in radians to rotate about the local z axis
        dest - will hold the result
        Returns:
        dest
      • rotateAxis

        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.

        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!

        Parameters:
        angle - the angle in radians to rotate about the specified axis
        axisX - the x coordinate of the rotation axis
        axisY - the y coordinate of the rotation axis
        axisZ - the z coordinate of the rotation axis
        dest - will hold the result
        Returns:
        dest
      • rotateAxis

        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.

        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!

        Parameters:
        angle - the angle in radians to rotate about the specified axis
        axis - the rotation axis
        dest - will hold the result
        Returns:
        dest
        See Also:
        rotateAxis(float, float, float, float, Quaternionf)
      • difference

        Quaternionf difference​(Quaternionf other,
                               Quaternionf dest)
        Compute the difference between this 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.

        Parameters:
        other - the other quaternion
        dest - will hold the result
        Returns:
        dest
      • positiveX

        Vector3f positiveX​(Vector3f dir)
        Obtain the direction of +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));
         
        Parameters:
        dir - will hold the direction of +X
        Returns:
        dir
      • normalizedPositiveX

        Vector3f normalizedPositiveX​(Vector3f dir)
        Obtain the direction of +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));
         
        Parameters:
        dir - will hold the direction of +X
        Returns:
        dir
      • positiveY

        Vector3f positiveY​(Vector3f dir)
        Obtain the direction of +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));
         
        Parameters:
        dir - will hold the direction of +Y
        Returns:
        dir
      • normalizedPositiveY

        Vector3f normalizedPositiveY​(Vector3f dir)
        Obtain the direction of +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));
         
        Parameters:
        dir - will hold the direction of +Y
        Returns:
        dir
      • positiveZ

        Vector3f positiveZ​(Vector3f dir)
        Obtain the direction of +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));
         
        Parameters:
        dir - will hold the direction of +Z
        Returns:
        dir
      • normalizedPositiveZ

        Vector3f normalizedPositiveZ​(Vector3f dir)
        Obtain the direction of +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));
         
        Parameters:
        dir - will hold the direction of +Z
        Returns:
        dir