Uses of Class
org.joml.Quaternionf
Packages that use Quaternionf
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Uses of Quaternionf in org.joml
Methods in org.joml that return QuaternionfModifier and TypeMethodDescriptionQuaternionf.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) Quaternionf.add(Quaternionfc q2) Addq2to this quaternion.Quaternionf.add(Quaternionfc q2, Quaternionf dest) Quaternionfc.add(float x, float y, float z, float w, Quaternionf dest) Add the quaternion(x, y, z, w)to this quaternion and store the result indest.Quaternionfc.add(Quaternionfc q2, Quaternionf dest) Addq2to this quaternion and store the result indest.QuaternionfInterpolator.computeWeightedAverage(Quaternionfc[] qs, float[] weights, int maxSvdIterations, Quaternionf dest) Compute the weighted average of all of the quaternions given inqsusing the specified interpolation factorsweights, and store the result indest.Quaternionf.conjugate()Conjugate this quaternion.Quaternionf.conjugate(Quaternionf dest) Quaternionfc.conjugate(Quaternionf dest) Conjugate this quaternion and store the result indest.Quaternionf.conjugateBy(Quaternionfc q) Conjugatethisby the given quaternionqby computingq * this * q^-1.Quaternionf.conjugateBy(Quaternionfc q, Quaternionf dest) Conjugatethisby the given quaternionqby computingq * this * q^-1and store the result intodest.Quaternionfc.conjugateBy(Quaternionfc q, Quaternionf dest) Conjugatethisby the given quaternionqby computingq * this * q^-1and store the result intodest.Quaternionf.difference(Quaternionf other) Compute the difference betweenthisand theotherquaternion and store the result inthis.Quaternionf.difference(Quaternionfc other, Quaternionf dest) Quaternionfc.difference(Quaternionfc other, Quaternionf dest) Compute the difference betweenthisand theotherquaternion and store the result indest.Quaternionf.div(Quaternionfc b) Dividethisquaternion byb.Quaternionf.div(Quaternionfc b, Quaternionf dest) Quaternionfc.div(Quaternionfc b, Quaternionf dest) Dividethisquaternion byband store the result indest.Quaternionf.fromAxisAngleDeg(float axisX, float axisY, float axisZ, float angle) Set this quaternion to be a representation of the supplied axis and angle (in degrees).Quaternionf.fromAxisAngleDeg(Vector3fc axis, float angle) Set this quaternion to be a representation of the supplied axis and angle (in degrees).Quaternionf.fromAxisAngleRad(float axisX, float axisY, float axisZ, float angle) Set this quaternion to be a representation of the supplied axis and angle (in radians).Quaternionf.fromAxisAngleRad(Vector3fc axis, float angle) Set this quaternion to be a representation of the supplied axis and angle (in radians).AxisAngle4d.get(Quaternionf q) Set the givenQuaternionfto be equivalent to thisAxisAngle4drotation.AxisAngle4f.get(Quaternionf q) Set the givenQuaternionfto be equivalent to thisAxisAngle4frotation.Quaterniond.get(Quaternionf dest) Set the givenQuaternionfto the values ofthis.Quaterniondc.get(Quaternionf dest) Set the givenQuaternionfto the values ofthis.Quaternionf.get(Quaternionf dest) Set the givenQuaternionfto the values ofthis.Quaternionfc.get(Quaternionf dest) Set the givenQuaternionfto the values ofthis.Matrix3d.getNormalizedRotation(Quaternionf dest) Matrix3dc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix3f.getNormalizedRotation(Quaternionf dest) Matrix3fc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4d.getNormalizedRotation(Quaternionf dest) Matrix4dc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4f.getNormalizedRotation(Quaternionf dest) Matrix4fc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4x3d.getNormalizedRotation(Quaternionf dest) Matrix4x3dc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4x3f.getNormalizedRotation(Quaternionf dest) Matrix4x3fc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix3d.getUnnormalizedRotation(Quaternionf dest) Matrix3dc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix3f.getUnnormalizedRotation(Quaternionf dest) Matrix3fc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4d.getUnnormalizedRotation(Quaternionf dest) Matrix4dc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4f.getUnnormalizedRotation(Quaternionf dest) Matrix4fc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4x3d.getUnnormalizedRotation(Quaternionf dest) Matrix4x3dc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4x3f.getUnnormalizedRotation(Quaternionf dest) Matrix4x3fc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.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 deltadtand add the differentiate rotation to the rotation represented by this quaternion.Quaternionf.integrate(float dt, float vx, float vy, float vz, Quaternionf dest) Quaternionfc.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 deltadtand add the differentiate rotation to the rotation represented by this quaternion and store the result intodest.Quaternionf.invert()Invert this quaternion andnormalizeit.Quaternionf.invert(Quaternionf dest) Quaternionfc.invert(Quaternionf dest) Invert this quaternion and store thenormalizedresult indest.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.Quaternionf.lookAlong(Vector3fc dir, Vector3fc up, Quaternionf dest) Quaternionfc.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Quaternionf dest) Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest.Quaternionfc.lookAlong(Vector3fc dir, Vector3fc up, Quaternionf dest) Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest.Quaternionf.mul(float f) Multiply this quaternion by the given scalar.Quaternionf.mul(float qx, float qy, float qz, float qw) Multiply this quaternion by the quaternion represented via(qx, qy, qz, qw).Quaternionf.mul(float qx, float qy, float qz, float qw, Quaternionf dest) Quaternionf.mul(float f, Quaternionf dest) Quaternionf.mul(Quaternionfc q) Multiply this quaternion byq.Quaternionf.mul(Quaternionfc q, Quaternionf dest) Quaternionfc.mul(float qx, float qy, float qz, float qw, Quaternionf dest) Multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)and store the result indest.Quaternionfc.mul(float f, Quaternionf dest) Multiply this quaternion by the given scalar and store the result indest.Quaternionfc.mul(Quaternionfc q, Quaternionf dest) Multiply this quaternion byqand store the result indest.Quaternionf.nlerp(Quaternionfc q, float factor) Compute a linear (non-spherical) interpolation ofthisand the given quaternionqand store the result inthis.Quaternionf.nlerp(Quaternionfc q, float factor, Quaternionf dest) Quaternionfc.nlerp(Quaternionfc q, float factor, Quaternionf dest) Compute a linear (non-spherical) interpolation ofthisand the given quaternionqand store the result indest.Quaternionf.nlerpIterative(Quaternionfc q, float alpha, float dotThreshold) Compute linear (non-spherical) interpolations ofthisand the given quaternionqiteratively and store the result inthis.Quaternionf.nlerpIterative(Quaternionfc q, float alpha, float dotThreshold, Quaternionf dest) Quaternionfc.nlerpIterative(Quaternionfc q, float alpha, float dotThreshold, Quaternionf dest) Compute linear (non-spherical) interpolations ofthisand the given quaternionqiteratively and store the result indest.Quaternionf.normalize()Normalize this quaternion.Quaternionf.normalize(Quaternionf dest) Quaternionfc.normalize(Quaternionf dest) Normalize this quaternion and store the result indest.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) Quaternionf.premul(Quaternionfc q) Pre-multiply this quaternion byq.Quaternionf.premul(Quaternionfc q, Quaternionf dest) Quaternionfc.premul(float qx, float qy, float qz, float qw, Quaternionf dest) Pre-multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)and store the result indest.Quaternionfc.premul(Quaternionfc q, Quaternionf dest) Pre-multiply this quaternion byqand store the result indest.Quaternionf.rotateAxis(float angle, float axisX, float axisY, float axisZ) Apply a rotation tothisquaternion rotating the given radians about the specified axis.Quaternionf.rotateAxis(float angle, float axisX, float axisY, float axisZ, Quaternionf dest) Quaternionf.rotateAxis(float angle, Vector3fc axis) Apply a rotation tothisquaternion rotating the given radians about the specified axis.Quaternionf.rotateAxis(float angle, Vector3fc axis, Quaternionf dest) Quaternionfc.rotateAxis(float angle, float axisX, float axisY, float axisZ, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the specified axis and store the result indest.Quaternionfc.rotateAxis(float angle, Vector3fc axis, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the specified axis and store the result indest.Quaternionf.rotateLocalX(float angle) Apply a rotation tothisquaternion rotating the given radians about the local x axis.Quaternionf.rotateLocalX(float angle, Quaternionf dest) Quaternionfc.rotateLocalX(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the local x axis and store the result indest.Quaternionf.rotateLocalY(float angle) Apply a rotation tothisquaternion rotating the given radians about the local y axis.Quaternionf.rotateLocalY(float angle, Quaternionf dest) Quaternionfc.rotateLocalY(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the local y axis and store the result indest.Quaternionf.rotateLocalZ(float angle) Apply a rotation tothisquaternion rotating the given radians about the local z axis.Quaternionf.rotateLocalZ(float angle, Quaternionf dest) Quaternionfc.rotateLocalZ(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the local z axis and store the result indest.Quaternionf.rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ) Apply a rotation tothisthat rotates thefromDirvector to point alongtoDir.Quaternionf.rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ, Quaternionf dest) Apply a rotation tothisthat rotates thefromDirvector to point alongtoDir.Quaternionf.rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest) Quaternionfc.rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ, Quaternionf dest) Apply a rotation tothisthat rotates thefromDirvector to point alongtoDirand store the result indest.Quaternionfc.rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest) Apply a rotation tothisthat rotates thefromDirvector to point alongtoDirand store the result indest.Quaternionf.rotateX(float angle) Apply a rotation tothisquaternion rotating the given radians about the x axis.Quaternionf.rotateX(float angle, Quaternionf dest) Quaternionfc.rotateX(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the x axis and store the result indest.Quaternionf.rotateXYZ(float angleX, float angleY, float angleZ) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles using rotation sequenceXYZ.Quaternionf.rotateXYZ(float angleX, float angleY, float angleZ, Quaternionf dest) Quaternionfc.rotateXYZ(float angleX, float angleY, float angleZ, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles using rotation sequenceXYZand store the result indest.Quaternionf.rotateY(float angle) Apply a rotation tothisquaternion rotating the given radians about the y axis.Quaternionf.rotateY(float angle, Quaternionf dest) Quaternionfc.rotateY(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the y axis and store the result indest.Quaternionf.rotateYXZ(float angleY, float angleX, float angleZ) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceYXZ.Quaternionf.rotateYXZ(float angleY, float angleX, float angleZ, Quaternionf dest) Quaternionfc.rotateYXZ(float angleY, float angleX, float angleZ, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceYXZand store the result indest.Quaternionf.rotateZ(float angle) Apply a rotation tothisquaternion rotating the given radians about the z axis.Quaternionf.rotateZ(float angle, Quaternionf dest) Quaternionfc.rotateZ(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the z axis and store the result indest.Quaternionf.rotateZYX(float angleZ, float angleY, float angleX) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceZYX.Quaternionf.rotateZYX(float angleZ, float angleY, float angleX, Quaternionf dest) Quaternionfc.rotateZYX(float angleZ, float angleY, float angleX, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceZYXand store the result indest.Quaternionf.rotationAxis(float angle, float axisX, float axisY, float axisZ) Set this quaternion to a rotation of the given angle in radians about the supplied axis.Quaternionf.rotationAxis(float angle, Vector3fc axis) Set this quaternion to a rotation of the given angle in radians about the supplied axis.Quaternionf.rotationAxis(AxisAngle4f axisAngle) Set thisQuaternionfto a rotation of the given angle in radians about the supplied axis, all of which are specified via theAxisAngle4f.Quaternionf.rotationTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ) Setthisquaternion to a rotation that rotates thefromDirvector to point alongtoDir.Quaternionf.rotationTo(Vector3fc fromDir, Vector3fc toDir) Setthisquaternion to a rotation that rotates thefromDirvector to point alongtoDir.Vector3f.rotationTo(float toDirX, float toDirY, float toDirZ, Quaternionf dest) Vector3f.rotationTo(Vector3fc toDir, Quaternionf dest) Vector3fc.rotationTo(float toDirX, float toDirY, float toDirZ, Quaternionf dest) Compute the quaternion representing a rotation ofthisvector to point along(toDirX, toDirY, toDirZ)and store the result indest.Vector3fc.rotationTo(Vector3fc toDir, Quaternionf dest) Compute the quaternion representing a rotation ofthisvector to point alongtoDirand store the result indest.Quaternionf.rotationX(float angle) Set this quaternion to represent a rotation of the given radians about the x axis.Quaternionf.rotationXYZ(float angleX, float angleY, float angleZ) Set this quaternion from the supplied euler angles (in radians) with rotation order XYZ.Quaternionf.rotationY(float angle) Set this quaternion to represent a rotation of the given radians about the y axis.Quaternionf.rotationYXZ(float angleY, float angleX, float angleZ) Set this quaternion from the supplied euler angles (in radians) with rotation order YXZ.Quaternionf.rotationZ(float angle) Set this quaternion to represent a rotation of the given radians about the z axis.Quaternionf.rotationZYX(float angleZ, float angleY, float angleX) Set this quaternion from the supplied euler angles (in radians) with rotation order ZYX.Quaternionf.scale(float factor) Apply scaling to this quaternion, which results in any vector transformed by this quaternion to change its length by the givenfactor.Quaternionf.scale(float factor, Quaternionf dest) Quaternionfc.scale(float factor, Quaternionf dest) Apply scaling to this quaternion, which results in any vector transformed by the quaternion to change its length by the givenfactor, and store the result indest.Quaternionf.scaling(float factor) Set this quaternion to represent scaling, which results in a transformed vector to change its length by the givenfactor.Quaternionf.set(float x, float y, float z, float w) Set this quaternion to the given values.Quaternionf.set(AxisAngle4d axisAngle) Set this quaternion to a rotation equivalent to the givenAxisAngle4d.Quaternionf.set(AxisAngle4f axisAngle) Set this quaternion to a rotation equivalent to the givenAxisAngle4f.Quaternionf.set(Quaterniondc q) Set this quaternion to be a copy ofq.Quaternionf.set(Quaternionfc q) Set this quaternion to be a copy ofq.Quaternionf.setAngleAxis(double angle, double x, double y, double z) Set this quaternion to a rotation equivalent to the supplied axis and angle (in radians).Quaternionf.setAngleAxis(float angle, float x, float y, float z) Set this quaternion to a rotation equivalent to the supplied axis and angle (in radians).Quaternionf.setFromNormalized(Matrix3dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized(Matrix3fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized(Matrix4dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized(Matrix4fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized(Matrix4x3dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromNormalized(Matrix4x3fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix3dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix3fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix4dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix4fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix4x3dc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.setFromUnnormalized(Matrix4x3fc mat) Set this quaternion to be a representation of the rotational component of the given matrix.Quaternionf.slerp(Quaternionfc target, float alpha) Quaternionf.slerp(Quaternionfc target, float alpha, Quaternionf dest) Quaternionfc.slerp(Quaternionfc target, float alpha, Quaternionf dest) Methods in org.joml with parameters of type QuaternionfModifier and TypeMethodDescriptionQuaternionf.add(float x, float y, float z, float w, Quaternionf dest) Quaternionf.add(Quaternionfc q2, Quaternionf dest) Quaternionfc.add(float x, float y, float z, float w, Quaternionf dest) Add the quaternion(x, y, z, w)to this quaternion and store the result indest.Quaternionfc.add(Quaternionfc q2, Quaternionf dest) Addq2to this quaternion and store the result indest.QuaternionfInterpolator.computeWeightedAverage(Quaternionfc[] qs, float[] weights, int maxSvdIterations, Quaternionf dest) Compute the weighted average of all of the quaternions given inqsusing the specified interpolation factorsweights, and store the result indest.Quaternionf.conjugate(Quaternionf dest) Quaternionfc.conjugate(Quaternionf dest) Conjugate this quaternion and store the result indest.Quaternionf.conjugateBy(Quaternionfc q, Quaternionf dest) Conjugatethisby the given quaternionqby computingq * this * q^-1and store the result intodest.Quaternionfc.conjugateBy(Quaternionfc q, Quaternionf dest) Conjugatethisby the given quaternionqby computingq * this * q^-1and store the result intodest.Quaternionf.difference(Quaternionf other) Compute the difference betweenthisand theotherquaternion and store the result inthis.Quaternionf.difference(Quaternionfc other, Quaternionf dest) Quaternionfc.difference(Quaternionfc other, Quaternionf dest) Compute the difference betweenthisand theotherquaternion and store the result indest.Quaternionf.div(Quaternionfc b, Quaternionf dest) Quaternionfc.div(Quaternionfc b, Quaternionf dest) Dividethisquaternion byband store the result indest.floatQuaternionf.dot(Quaternionf otherQuat) Return the dot of this quaternion andotherQuat.AxisAngle4d.get(Quaternionf q) Set the givenQuaternionfto be equivalent to thisAxisAngle4drotation.AxisAngle4f.get(Quaternionf q) Set the givenQuaternionfto be equivalent to thisAxisAngle4frotation.Quaterniond.get(Quaternionf dest) Set the givenQuaternionfto the values ofthis.Quaterniondc.get(Quaternionf dest) Set the givenQuaternionfto the values ofthis.Quaternionf.get(Quaternionf dest) Set the givenQuaternionfto the values ofthis.Quaternionfc.get(Quaternionf dest) Set the givenQuaternionfto the values ofthis.Matrix3d.getNormalizedRotation(Quaternionf dest) Matrix3dc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix3f.getNormalizedRotation(Quaternionf dest) Matrix3fc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4d.getNormalizedRotation(Quaternionf dest) Matrix4dc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4f.getNormalizedRotation(Quaternionf dest) Matrix4fc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4x3d.getNormalizedRotation(Quaternionf dest) Matrix4x3dc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4x3f.getNormalizedRotation(Quaternionf dest) Matrix4x3fc.getNormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix3d.getUnnormalizedRotation(Quaternionf dest) Matrix3dc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix3f.getUnnormalizedRotation(Quaternionf dest) Matrix3fc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4d.getUnnormalizedRotation(Quaternionf dest) Matrix4dc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4f.getUnnormalizedRotation(Quaternionf dest) Matrix4fc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4x3d.getUnnormalizedRotation(Quaternionf dest) Matrix4x3dc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Matrix4x3f.getUnnormalizedRotation(Quaternionf dest) Matrix4x3fc.getUnnormalizedRotation(Quaternionf dest) Get the current values ofthismatrix and store the represented rotation into the givenQuaternionf.Quaternionf.integrate(float dt, float vx, float vy, float vz, Quaternionf dest) Quaternionfc.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 deltadtand add the differentiate rotation to the rotation represented by this quaternion and store the result intodest.Quaternionf.invert(Quaternionf dest) Quaternionfc.invert(Quaternionf dest) Invert this quaternion and store thenormalizedresult indest.Quaternionf.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Quaternionf dest) Quaternionf.lookAlong(Vector3fc dir, Vector3fc up, Quaternionf dest) Quaternionfc.lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, Quaternionf dest) Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest.Quaternionfc.lookAlong(Vector3fc dir, Vector3fc up, Quaternionf dest) Apply a rotation to this quaternion that maps the given direction to the positive Z axis, and store the result indest.Quaternionf.mul(float qx, float qy, float qz, float qw, Quaternionf dest) Quaternionf.mul(float f, Quaternionf dest) Quaternionf.mul(Quaternionfc q, Quaternionf dest) Quaternionfc.mul(float qx, float qy, float qz, float qw, Quaternionf dest) Multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)and store the result indest.Quaternionfc.mul(float f, Quaternionf dest) Multiply this quaternion by the given scalar and store the result indest.Quaternionfc.mul(Quaternionfc q, Quaternionf dest) Multiply this quaternion byqand store the result indest.static QuaternionfcQuaternionf.nlerp(Quaternionfc[] qs, float[] weights, Quaternionf dest) Interpolate between all of the quaternions given inqsvia non-spherical linear interpolation using the specified interpolation factorsweights, and store the result indest.Quaternionf.nlerp(Quaternionfc q, float factor, Quaternionf dest) Quaternionfc.nlerp(Quaternionfc q, float factor, Quaternionf dest) Compute a linear (non-spherical) interpolation ofthisand the given quaternionqand store the result indest.static QuaternionfcQuaternionf.nlerpIterative(Quaternionf[] qs, float[] weights, float dotThreshold, Quaternionf dest) Interpolate between all of the quaternions given inqsvia iterative non-spherical linear interpolation using the specified interpolation factorsweights, and store the result indest.Quaternionf.nlerpIterative(Quaternionfc q, float alpha, float dotThreshold, Quaternionf dest) Quaternionfc.nlerpIterative(Quaternionfc q, float alpha, float dotThreshold, Quaternionf dest) Compute linear (non-spherical) interpolations ofthisand the given quaternionqiteratively and store the result indest.Quaternionf.normalize(Quaternionf dest) Quaternionfc.normalize(Quaternionf dest) Normalize this quaternion and store the result indest.Quaternionf.premul(float qx, float qy, float qz, float qw, Quaternionf dest) Quaternionf.premul(Quaternionfc q, Quaternionf dest) Quaternionfc.premul(float qx, float qy, float qz, float qw, Quaternionf dest) Pre-multiply this quaternion by the quaternion represented via(qx, qy, qz, qw)and store the result indest.Quaternionfc.premul(Quaternionfc q, Quaternionf dest) Pre-multiply this quaternion byqand store the result indest.Quaternionf.rotateAxis(float angle, float axisX, float axisY, float axisZ, Quaternionf dest) Quaternionf.rotateAxis(float angle, Vector3fc axis, Quaternionf dest) Quaternionfc.rotateAxis(float angle, float axisX, float axisY, float axisZ, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the specified axis and store the result indest.Quaternionfc.rotateAxis(float angle, Vector3fc axis, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the specified axis and store the result indest.Quaternionf.rotateLocalX(float angle, Quaternionf dest) Quaternionfc.rotateLocalX(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the local x axis and store the result indest.Quaternionf.rotateLocalY(float angle, Quaternionf dest) Quaternionfc.rotateLocalY(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the local y axis and store the result indest.Quaternionf.rotateLocalZ(float angle, Quaternionf dest) Quaternionfc.rotateLocalZ(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the local z axis and store the result indest.Quaternionf.rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ, Quaternionf dest) Quaternionf.rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest) Quaternionfc.rotateTo(float fromDirX, float fromDirY, float fromDirZ, float toDirX, float toDirY, float toDirZ, Quaternionf dest) Apply a rotation tothisthat rotates thefromDirvector to point alongtoDirand store the result indest.Quaternionfc.rotateTo(Vector3fc fromDir, Vector3fc toDir, Quaternionf dest) Apply a rotation tothisthat rotates thefromDirvector to point alongtoDirand store the result indest.Quaternionf.rotateX(float angle, Quaternionf dest) Quaternionfc.rotateX(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the x axis and store the result indest.Quaternionf.rotateXYZ(float angleX, float angleY, float angleZ, Quaternionf dest) Quaternionfc.rotateXYZ(float angleX, float angleY, float angleZ, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles using rotation sequenceXYZand store the result indest.Quaternionf.rotateY(float angle, Quaternionf dest) Quaternionfc.rotateY(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the y axis and store the result indest.Quaternionf.rotateYXZ(float angleY, float angleX, float angleZ, Quaternionf dest) Quaternionfc.rotateYXZ(float angleY, float angleX, float angleZ, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceYXZand store the result indest.Quaternionf.rotateZ(float angle, Quaternionf dest) Quaternionfc.rotateZ(float angle, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the z axis and store the result indest.Quaternionf.rotateZYX(float angleZ, float angleY, float angleX, Quaternionf dest) Quaternionfc.rotateZYX(float angleZ, float angleY, float angleX, Quaternionf dest) Apply a rotation tothisquaternion rotating the given radians about the cartesian base unit axes, called the euler angles, using the rotation sequenceZYXand store the result indest.Vector3f.rotationTo(float toDirX, float toDirY, float toDirZ, Quaternionf dest) Vector3f.rotationTo(Vector3fc toDir, Quaternionf dest) Vector3fc.rotationTo(float toDirX, float toDirY, float toDirZ, Quaternionf dest) Compute the quaternion representing a rotation ofthisvector to point along(toDirX, toDirY, toDirZ)and store the result indest.Vector3fc.rotationTo(Vector3fc toDir, Quaternionf dest) Compute the quaternion representing a rotation ofthisvector to point alongtoDirand store the result indest.Quaternionf.scale(float factor, Quaternionf dest) Quaternionfc.scale(float factor, Quaternionf dest) Apply scaling to this quaternion, which results in any vector transformed by the quaternion to change its length by the givenfactor, and store the result indest.static QuaternionfcQuaternionf.slerp(Quaternionf[] qs, float[] weights, Quaternionf dest) Interpolate between all of the quaternions given inqsvia spherical linear interpolation using the specified interpolation factorsweights, and store the result indest.Quaternionf.slerp(Quaternionfc target, float alpha, Quaternionf dest) Quaternionfc.slerp(Quaternionfc target, float alpha, Quaternionf dest)