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/*
 * The MIT License
 *
 * Copyright (c) 2015-2019 JOML
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * THE SOFTWARE.
 */
package org.joml;

/**
 * Interface to a read-only view of a quaternion of double-precision floats.
 * 
 * @author Kai Burjack
 */
public interface Quaterniondc {

    /**
     * @return the first component of the vector part
     */
    double x();

    /**
     * @return the second component of the vector part
     */
    double y();

    /**
     * @return the third component of the vector part
     */
    double z();

    /**
     * @return the real/scalar part of the quaternion
     */
    double w();

    /**
     * Normalize this quaternion and store the result in dest.
     * 
     * @param dest
     *          will hold the result
     * @return dest
     */
    Quaterniond normalize(Quaterniond dest);

    /**
     * Add the quaternion (x, y, z, w) to this quaternion and store the result in dest.
     * 
     * @param x
     *          the x component of the vector part
     * @param y
     *          the y component of the vector part
     * @param z
     *          the z component of the vector part
     * @param w
     *          the real/scalar component
     * @param dest
     *          will hold the result
     * @return dest
     */
    Quaterniond add(double x, double y, double z, double w, Quaterniond dest);

    /**
     * Add q2 to this quaternion and store the result in dest.
     * 
     * @param q2
     *          the quaternion to add to this
     * @param dest
     *          will hold the result
     * @return dest
     */
    Quaterniond add(Quaterniondc q2, Quaterniond dest);

    /**
     * Return the dot product of this {@link Quaterniond} and otherQuat.
     * 
     * @param otherQuat
     *          the other quaternion
     * @return the dot product
     */
    double dot(Quaterniondc otherQuat);

    /**
     * Return the angle in radians represented by this quaternion rotation.
     * 
     * @return the angle in radians
     */
    double angle();

    /**
     * Set the given destination matrix to the rotation represented by this.
     * 
     * @see Matrix3d#set(Quaterniondc)
     * 
     * @param dest
     *          the matrix to write the rotation into
     * @return the passed in destination
     */
    Matrix3d get(Matrix3d dest);

    /**
     * Set the given destination matrix to the rotation represented by this.
     * 
     * @see Matrix3f#set(Quaterniondc)
     * 
     * @param dest
     *          the matrix to write the rotation into
     * @return the passed in destination
     */
    Matrix3f get(Matrix3f dest);

    /**
     * Set the given destination matrix to the rotation represented by this.
     * 
     * @see Matrix4d#set(Quaterniondc)
     * 
     * @param dest
     *          the matrix to write the rotation into
     * @return the passed in destination
     */
    Matrix4d get(Matrix4d dest);

    /**
     * Set the given destination matrix to the rotation represented by this.
     * 
     * @see Matrix4f#set(Quaterniondc)
     * 
     * @param dest
     *          the matrix to write the rotation into
     * @return the passed in destination
     */
    Matrix4f get(Matrix4f dest);

    /**
     * Set the given {@link Quaterniond} to the values of this.
     * 
     * @param dest
     *          the {@link Quaterniond} to set
     * @return the passed in destination
     */
    Quaterniond get(Quaterniond 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. * * @param q * the quaternion to multiply this by * @param dest * will hold the result * @return dest */ Quaterniond mul(Quaterniondc q, Quaterniond 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. * * @param qx * the x component of the quaternion to multiply this by * @param qy * the y component of the quaternion to multiply this by * @param qz * the z component of the quaternion to multiply this by * @param qw * the w component of the quaternion to multiply this by * @param dest * will hold the result * @return dest */ Quaterniond mul(double qx, double qy, double qz, double qw, Quaterniond 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. * * @param q * the quaternion to pre-multiply this by * @param dest * will hold the result * @return dest */ Quaterniond premul(Quaterniondc q, Quaterniond 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. * * @param qx * the x component of the quaternion to multiply this by * @param qy * the y component of the quaternion to multiply this by * @param qz * the z component of the quaternion to multiply this by * @param qw * the w component of the quaternion to multiply this by * @param dest * will hold the result * @return dest */ Quaterniond premul(double qx, double qy, double qz, double qw, Quaterniond dest); /** * Transform the given vector by this quaternion. * This will apply the rotation described by this quaternion to the given vector. * * @param vec * the vector to transform * @return vec */ Vector3d transform(Vector3d vec); /** * Transform the vector (1, 0, 0) by this quaternion. * * @param dest * will hold the result * @return dest */ Vector3d transformPositiveX(Vector3d dest); /** * Transform the vector (1, 0, 0) by this quaternion. *

* Only the first three components of the given 4D vector are modified. * * @param dest * will hold the result * @return dest */ Vector4d transformPositiveX(Vector4d 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/ * * @param dest * will hold the result * @return dest */ Vector3d transformUnitPositiveX(Vector3d 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/ * * @param dest * will hold the result * @return dest */ Vector4d transformUnitPositiveX(Vector4d dest); /** * Transform the vector (0, 1, 0) by this quaternion. * * @param dest * will hold the result * @return dest */ Vector3d transformPositiveY(Vector3d dest); /** * Transform the vector (0, 1, 0) by this quaternion. *

* Only the first three components of the given 4D vector are modified. * * @param dest * will hold the result * @return dest */ Vector4d transformPositiveY(Vector4d 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/ * * @param dest * will hold the result * @return dest */ Vector3d transformUnitPositiveY(Vector3d 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/ * * @param dest * will hold the result * @return dest */ Vector4d transformUnitPositiveY(Vector4d dest); /** * Transform the vector (0, 0, 1) by this quaternion. * * @param dest * will hold the result * @return dest */ Vector3d transformPositiveZ(Vector3d dest); /** * Transform the vector (0, 0, 1) by this quaternion. *

* Only the first three components of the given 4D vector are modified. * * @param dest * will hold the result * @return dest */ Vector4d transformPositiveZ(Vector4d 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/ * * @param dest * will hold the result * @return dest */ Vector3d transformUnitPositiveZ(Vector3d 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/ * * @param dest * will hold the result * @return dest */ Vector4d transformUnitPositiveZ(Vector4d dest); /** * 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. * * @param vec * the vector to transform * @return vec */ Vector4d transform(Vector4d vec); /** * 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. * * @param vec * the vector to transform * @param dest * will hold the result * @return dest */ Vector3d transform(Vector3dc vec, Vector3d 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. * * @param x * the x coordinate of the vector to transform * @param y * the y coordinate of the vector to transform * @param z * the z coordinate of the vector to transform * @param dest * will hold the result * @return dest */ Vector3d transform(double x, double y, double z, Vector3d 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. * * @param vec * the vector to transform * @param dest * will hold the result * @return dest */ Vector4d transform(Vector4dc vec, Vector4d 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. * * @param x * the x coordinate of the vector to transform * @param y * the y coordinate of the vector to transform * @param z * the z coordinate of the vector to transform * @param dest * will hold the result * @return dest */ Vector4d transform(double x, double y, double z, Vector4d dest); /** * Invert this quaternion and store the {@link #normalize(Quaterniond) normalized} result in dest. *

* If this quaternion is already normalized, then {@link #conjugate(Quaterniond)} should be used instead. * * @see #conjugate(Quaterniond) * * @param dest * will hold the result * @return dest */ Quaterniond invert(Quaterniond 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. * * @param b * the {@link Quaterniondc} to divide this by * @param dest * will hold the result * @return dest */ Quaterniond div(Quaterniondc b, Quaterniond dest); /** * Conjugate this quaternion and store the result in dest. * * @param dest * will hold the result * @return dest */ Quaterniond conjugate(Quaterniond dest); /** * Return the square of the length of this quaternion. * * @return the length */ double lengthSquared(); /** * Interpolate between this {@link #normalize(Quaterniond) unit} quaternion and the specified * target {@link #normalize(Quaterniond) 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 between this and target is * below 1E-6. *

* Reference: http://fabiensanglard.net * * @param target * the target of the interpolation, which should be reached with alpha = 1.0 * @param alpha * the interpolation factor, within [0..1] * @param dest * will hold the result * @return dest */ Quaterniond slerp(Quaterniondc target, double alpha, Quaterniond 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. * * @param factor * the scaling factor * @param dest * will hold the result * @return dest */ Quaterniond scale(double factor, Quaterniond 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/ * * @param dt * the delta time * @param vx * the angular velocity around the x axis * @param vy * the angular velocity around the y axis * @param vz * the angular velocity around the z axis * @param dest * will hold the result * @return dest */ Quaterniond integrate(double dt, double vx, double vy, double vz, Quaterniond dest); /** * Compute a linear (non-spherical) interpolation of this and the given quaternion q * and store the result in dest. *

* Reference: http://fabiensanglard.net * * @param q * the other quaternion * @param factor * the interpolation factor. It is between 0.0 and 1.0 * @param dest * will hold the result * @return dest */ Quaterniond nlerp(Quaterniondc q, double factor, Quaterniond 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 * {@link #slerp(Quaterniondc, double, Quaterniond) 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. * * @param q * the other quaternion * @param alpha * the interpolation factor, between 0.0 and 1.0 * @param dotThreshold * the threshold for the dot product of this and q above which this method performs another iteration * of a small-step linear interpolation * @param dest * will hold the result * @return dest */ Quaterniond nlerpIterative(Quaterniondc q, double alpha, double dotThreshold, Quaterniond 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 * * @see #lookAlong(double, double, double, double, double, double, Quaterniond) * * @param dir * the direction to map to the positive Z axis * @param up * the vector which will be mapped to a vector parallel to the plane * spanned by the given dir and up * @param dest * will hold the result * @return dest */ Quaterniond lookAlong(Vector3dc dir, Vector3dc up, Quaterniond 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 * * @param dirX * the x-coordinate of the direction to look along * @param dirY * the y-coordinate of the direction to look along * @param dirZ * the z-coordinate of the direction to look along * @param upX * the x-coordinate of the up vector * @param upY * the y-coordinate of the up vector * @param upZ * the z-coordinate of the up vector * @param dest * will hold the result * @return dest */ Quaterniond lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Quaterniond 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 {@link #invert(Quaterniond) inverse} of T. * * @param other * the other quaternion * @param dest * will hold the result * @return dest */ Quaterniond difference(Quaterniondc other, Quaterniond 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 * * @param fromDirX * the x-coordinate of the direction to rotate into the destination direction * @param fromDirY * the y-coordinate of the direction to rotate into the destination direction * @param fromDirZ * the z-coordinate of the direction to rotate into the destination direction * @param toDirX * the x-coordinate of the direction to rotate to * @param toDirY * the y-coordinate of the direction to rotate to * @param toDirZ * the z-coordinate of the direction to rotate to * @param dest * will hold the result * @return dest */ Quaterniond rotateTo(double fromDirX, double fromDirY, double fromDirZ, double toDirX, double toDirY, double toDirZ, Quaterniond 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! * * @see #rotateTo(double, double, double, double, double, double, Quaterniond) * * @param fromDir * the starting direction * @param toDir * the destination direction * @param dest * will hold the result * @return dest */ Quaterniond rotateTo(Vector3dc fromDir, Vector3dc toDir, Quaterniond 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! * * @param angle * the angle in radians to rotate about the x axis * @param dest * will hold the result * @return dest */ Quaterniond rotateX(double angle, Quaterniond 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! * * @param angle * the angle in radians to rotate about the y axis * @param dest * will hold the result * @return dest */ Quaterniond rotateY(double angle, Quaterniond 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! * * @param angle * the angle in radians to rotate about the z axis * @param dest * will hold the result * @return dest */ Quaterniond rotateZ(double angle, Quaterniond 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! * * @param angle * the angle in radians to rotate about the local x axis * @param dest * will hold the result * @return dest */ Quaterniond rotateLocalX(double angle, Quaterniond 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! * * @param angle * the angle in radians to rotate about the local y axis * @param dest * will hold the result * @return dest */ Quaterniond rotateLocalY(double angle, Quaterniond 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! * * @param angle * the angle in radians to rotate about the local z axis * @param dest * will hold the result * @return dest */ Quaterniond rotateLocalZ(double angle, Quaterniond 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! * * @param angleX * the angle in radians to rotate about the x axis * @param angleY * the angle in radians to rotate about the y axis * @param angleZ * the angle in radians to rotate about the z axis * @param dest * will hold the result * @return dest */ Quaterniond rotateXYZ(double angleX, double angleY, double angleZ, Quaterniond 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! * * @param angleZ * the angle in radians to rotate about the z axis * @param angleY * the angle in radians to rotate about the y axis * @param angleX * the angle in radians to rotate about the x axis * @param dest * will hold the result * @return dest */ Quaterniond rotateZYX(double angleZ, double angleY, double angleX, Quaterniond 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! * * @param angleY * the angle in radians to rotate about the y axis * @param angleX * the angle in radians to rotate about the x axis * @param angleZ * the angle in radians to rotate about the z axis * @param dest * will hold the result * @return dest */ Quaterniond rotateYXZ(double angleY, double angleX, double angleZ, Quaterniond dest); /** * Get the euler angles in radians in rotation sequence XYZ of this quaternion and store them in the * provided parameter eulerAngles. * * @param eulerAngles * will hold the euler angles in radians * @return the passed in vector */ Vector3d getEulerAnglesXYZ(Vector3d eulerAngles); /** * 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! * * @param angle * the angle in radians to rotate about the specified axis * @param axisX * the x coordinate of the rotation axis * @param axisY * the y coordinate of the rotation axis * @param axisZ * the z coordinate of the rotation axis * @param dest * will hold the result * @return dest */ Quaterniond rotateAxis(double angle, double axisX, double axisY, double axisZ, Quaterniond 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! * * @see #rotateAxis(double, double, double, double, Quaterniond) * * @param angle * the angle in radians to rotate about the specified axis * @param axis * the rotation axis * @param dest * will hold the result * @return dest */ Quaterniond rotateAxis(double angle, Vector3dc axis, Quaterniond dest); /** * Obtain the direction of +X before the rotation transformation represented by this quaternion is applied. *

* This method is equivalent to the following code: *

     * Quaterniond inv = new Quaterniond(this).invert();
     * inv.transform(dir.set(1, 0, 0));
     * 
* * @param dir * will hold the direction of +X * @return dir */ Vector3d positiveX(Vector3d dir); /** * Obtain the direction of +X before the rotation transformation represented by this normalized quaternion is applied. * The quaternion must be {@link #normalize(Quaterniond) normalized} for this method to work. *

* This method is equivalent to the following code: *

     * Quaterniond inv = new Quaterniond(this).conjugate();
     * inv.transform(dir.set(1, 0, 0));
     * 
* * @param dir * will hold the direction of +X * @return dir */ Vector3d normalizedPositiveX(Vector3d dir); /** * Obtain the direction of +Y before the rotation transformation represented by this quaternion is applied. *

* This method is equivalent to the following code: *

     * Quaterniond inv = new Quaterniond(this).invert();
     * inv.transform(dir.set(0, 1, 0));
     * 
* * @param dir * will hold the direction of +Y * @return dir */ Vector3d positiveY(Vector3d dir); /** * Obtain the direction of +Y before the rotation transformation represented by this normalized quaternion is applied. * The quaternion must be {@link #normalize(Quaterniond) normalized} for this method to work. *

* This method is equivalent to the following code: *

     * Quaterniond inv = new Quaterniond(this).conjugate();
     * inv.transform(dir.set(0, 1, 0));
     * 
* * @param dir * will hold the direction of +Y * @return dir */ Vector3d normalizedPositiveY(Vector3d dir); /** * Obtain the direction of +Z before the rotation transformation represented by this quaternion is applied. *

* This method is equivalent to the following code: *

     * Quaterniond inv = new Quaterniond(this).invert();
     * inv.transform(dir.set(0, 0, 1));
     * 
* * @param dir * will hold the direction of +Z * @return dir */ Vector3d positiveZ(Vector3d dir); /** * Obtain the direction of +Z before the rotation transformation represented by this normalized quaternion is applied. * The quaternion must be {@link #normalize(Quaterniond) normalized} for this method to work. *

* This method is equivalent to the following code: *

     * Quaterniond inv = new Quaterniond(this).conjugate();
     * inv.transform(dir.set(0, 0, 1));
     * 
* * @param dir * will hold the direction of +Z * @return dir */ Vector3d normalizedPositiveZ(Vector3d dir); }




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