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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 single-precision floats.
 * 
 * @author Kai Burjack
 */
public interface Quaternionfc {

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

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

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

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

    /**
     * Normalize this quaternion and store the result in dest.
     * 
     * @param dest
     *          will hold the result
     * @return dest
     */
    Quaternionf normalize(Quaternionf 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
     */
    Quaternionf add(float x, float y, float z, float w, Quaternionf 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
     */
    Quaternionf add(Quaternionfc q2, Quaternionf dest);

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

    /**
     * Set the given destination matrix to the rotation represented by this.
     * 
     * @see Matrix3f#set(Quaternionfc)
     * 
     * @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 Matrix3d#set(Quaternionfc)
     * 
     * @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 Matrix4f#set(Quaternionfc)
     * 
     * @param dest
     *          the matrix to write the rotation into
     * @return the passed in destination
     */
    Matrix4f get(Matrix4f dest);

    /**
     * Set the given destination matrix to the rotation represented by this.
     * 
     * @see Matrix4d#set(Quaternionfc)
     * 
     * @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 Matrix4x3f#set(Quaternionfc)
     * 
     * @param dest
     *          the matrix to write the rotation into
     * @return the passed in destination
     */
    Matrix4x3f get(Matrix4x3f dest);

    /**
     * Set the given destination matrix to the rotation represented by this.
     * 
     * @see Matrix4x3d#set(Quaternionfc)
     * 
     * @param dest
     *          the matrix to write the rotation into
     * @return the passed in destination
     */
    Matrix4x3d get(Matrix4x3d dest);

    /**
     * Set the given {@link AxisAngle4f} to represent the rotation of
     * this quaternion.
     * 
     * @param dest
     *            the {@link AxisAngle4f} to set
     * @return the passed in destination
     */
    AxisAngle4f get(AxisAngle4f dest);

    /**
     * Set the given {@link Quaterniond} to the values of this.
     * 
     * @see Quaterniond#set(Quaternionfc)
     * 
     * @param dest
     *          the {@link Quaterniond} to set
     * @return the passed in destination
     */
    Quaterniond get(Quaterniond dest);

    /**
     * Set the given {@link Quaternionf} to the values of this.
     * 
     * @param dest
     *          the {@link Quaternionf} to set
     * @return the passed in destination
     */
    Quaternionf get(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. * * @param q * the quaternion to multiply this by * @param dest * will hold the result * @return dest */ Quaternionf mul(Quaternionfc q, 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. * * @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 */ Quaternionf mul(float qx, float qy, float qz, float qw, 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. * * @param q * the quaternion to pre-multiply this by * @param dest * will hold the result * @return dest */ Quaternionf premul(Quaternionfc q, 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. * * @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 */ Quaternionf premul(float qx, float qy, float qz, float qw, Quaternionf 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 */ Vector3f transform(Vector3f vec); /** * Transform the vector (1, 0, 0) by this quaternion. * * @param dest * will hold the result * @return dest */ Vector3f transformPositiveX(Vector3f 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 */ Vector4f transformPositiveX(Vector4f 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 */ Vector3f transformUnitPositiveX(Vector3f 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 */ Vector4f transformUnitPositiveX(Vector4f dest); /** * Transform the vector (0, 1, 0) by this quaternion. * * @param dest * will hold the result * @return dest */ Vector3f transformPositiveY(Vector3f 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 */ Vector4f transformPositiveY(Vector4f 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 */ Vector3f transformUnitPositiveY(Vector3f 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 */ Vector4f transformUnitPositiveY(Vector4f dest); /** * Transform the vector (0, 0, 1) by this quaternion. * * @param dest * will hold the result * @return dest */ Vector3f transformPositiveZ(Vector3f 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 */ Vector4f transformPositiveZ(Vector4f 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 */ Vector3f transformUnitPositiveZ(Vector3f 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 */ Vector4f transformUnitPositiveZ(Vector4f 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 */ Vector4f transform(Vector4f 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 */ Vector3f transform(Vector3fc vec, 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. * * @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 */ Vector3f transform(float x, float y, float z, 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. *

* 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 */ Vector4f transform(Vector4fc vec, 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. * * @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 */ Vector4f transform(float x, float y, float z, Vector4f dest); /** * Invert this quaternion and store the {@link #normalize(Quaternionf) normalized} result in dest. *

* If this quaternion is already normalized, then {@link #conjugate(Quaternionf)} should be used instead. * * @see #conjugate(Quaternionf) * * @param dest * will hold the result * @return dest */ Quaternionf invert(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. * * @param b * the {@link Quaternionfc} to divide this by * @param dest * will hold the result * @return dest */ Quaternionf div(Quaternionfc b, Quaternionf dest); /** * Conjugate this quaternion and store the result in dest. * * @param dest * will hold the result * @return dest */ Quaternionf conjugate(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! * * @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 */ 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 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 */ 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 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 */ Quaternionf rotateYXZ(float angleY, float angleX, float angleZ, Quaternionf 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 */ Vector3f getEulerAnglesXYZ(Vector3f eulerAngles); /** * Return the square of the length of this quaternion. * * @return the length */ float lengthSquared(); /** * Interpolate between this {@link #normalize(Quaternionf) unit} quaternion and the specified * target {@link #normalize(Quaternionf) 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 * * @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 */ Quaternionf slerp(Quaternionfc target, float alpha, 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. * * @param factor * the scaling factor * @param dest * will hold the result * @return dest */ Quaternionf scale(float factor, 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/ * * @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 */ Quaternionf integrate(float dt, float vx, float vy, float vz, 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 * * @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 */ Quaternionf nlerp(Quaternionfc q, float factor, 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 * {@link #slerp(Quaternionfc, float, Quaternionf) 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 */ Quaternionf nlerpIterative(Quaternionfc q, float alpha, float dotThreshold, 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 * * @see #lookAlong(float, float, float, float, float, float, Quaternionf) * * @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 */ 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 * * @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 */ Quaternionf lookAlong(float dirX, float dirY, float dirZ, float upX, float upY, float upZ, 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 * * @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 */ 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. *

* 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(float, float, float, float, float, float, Quaternionf) * * @param fromDir * the starting direction * @param toDir * the destination direction * @param dest * will hold the result * @return dest */ Quaternionf rotateTo(Vector3fc fromDir, Vector3fc toDir, 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! * * @param angle * the angle in radians to rotate about the x axis * @param dest * will hold the result * @return dest */ Quaternionf rotateX(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! * * @param angle * the angle in radians to rotate about the y axis * @param dest * will hold the result * @return dest */ Quaternionf rotateY(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! * * @param angle * the angle in radians to rotate about the z axis * @param dest * will hold the result * @return dest */ Quaternionf rotateZ(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! * * @param angle * the angle in radians to rotate about the local x axis * @param dest * will hold the result * @return dest */ Quaternionf rotateLocalX(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! * * @param angle * the angle in radians to rotate about the local y axis * @param dest * will hold the result * @return dest */ Quaternionf rotateLocalY(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! * * @param angle * the angle in radians to rotate about the local z axis * @param dest * will hold the result * @return dest */ Quaternionf rotateLocalZ(float angle, 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! * * @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 */ 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! * * @see #rotateAxis(float, float, float, float, Quaternionf) * * @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 */ Quaternionf rotateAxis(float angle, Vector3fc axis, 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 {@link #invert(Quaternionf) inverse} of T. * * @param other * the other quaternion * @param dest * will hold the result * @return dest */ Quaternionf difference(Quaternionf other, Quaternionf dest); /** * 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));
     * 
* * @param dir * will hold the direction of +X * @return dir */ Vector3f positiveX(Vector3f dir); /** * Obtain the direction of +X before the rotation transformation represented by this normalized quaternion is applied. * The quaternion must be {@link #normalize(Quaternionf) 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));
     * 
* * @param dir * will hold the direction of +X * @return dir */ Vector3f normalizedPositiveX(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));
     * 
* * @param dir * will hold the direction of +Y * @return dir */ Vector3f positiveY(Vector3f dir); /** * Obtain the direction of +Y before the rotation transformation represented by this normalized quaternion is applied. * The quaternion must be {@link #normalize(Quaternionf) 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));
     * 
* * @param dir * will hold the direction of +Y * @return dir */ Vector3f normalizedPositiveY(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));
     * 
* * @param dir * will hold the direction of +Z * @return dir */ Vector3f positiveZ(Vector3f dir); /** * Obtain the direction of +Z before the rotation transformation represented by this normalized quaternion is applied. * The quaternion must be {@link #normalize(Quaternionf) 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));
     * 
* * @param dir * will hold the direction of +Z * @return dir */ Vector3f normalizedPositiveZ(Vector3f dir); }




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