Class Quaternion

    • Field Summary

      Fields 
      Modifier and Type Field Description
      float w  
      float x  
      float y  
      float z  
    • Constructor Summary

      Constructors 
      Constructor Description
      Quaternion()  
      Quaternion​(float x, float y, float z, float w)
      Constructor, sets the four components of the quaternion.
      Quaternion​(Quaternion quaternion)
      Constructor, sets the quaternion components from the given quaternion.
      Quaternion​(Vector3 axis, float angle)
      Constructor, sets the quaternion from the given axis vector and the angle around that axis in degrees.
    • Method Summary

      All Methods Static Methods Instance Methods Concrete Methods 
      Modifier and Type Method Description
      Quaternion add​(float qx, float qy, float qz, float qw)
      Add the x,y,z,w components of the passed in quaternion to the ones of this quaternion
      Quaternion add​(Quaternion quaternion)
      Add the x,y,z,w components of the passed in quaternion to the ones of this quaternion
      Quaternion conjugate()
      Conjugate the quaternion.
      Quaternion cpy()  
      float dot​(float x, float y, float z, float w)
      Get the dot product between this and the other quaternion (commutative).
      static float dot​(float x1, float y1, float z1, float w1, float x2, float y2, float z2, float w2)
      Get the dot product between the two quaternions (commutative).
      float dot​(Quaternion other)
      Get the dot product between this and the other quaternion (commutative).
      boolean equals​(java.lang.Object obj)  
      Quaternion exp​(float alpha)
      Calculates (this quaternion)^alpha where alpha is a real number and stores the result in this quaternion.
      float getAngle()
      Get the angle in degrees of the rotation this quaternion represents.
      float getAngleAround​(float axisX, float axisY, float axisZ)
      Get the angle in degrees of the rotation around the specified axis.
      float getAngleAround​(Vector3 axis)
      Get the angle in degrees of the rotation around the specified axis.
      float getAngleAroundRad​(float axisX, float axisY, float axisZ)
      Get the angle in radians of the rotation around the specified axis.
      float getAngleAroundRad​(Vector3 axis)
      Get the angle in radians of the rotation around the specified axis.
      float getAngleRad()
      Get the angle in radians of the rotation this quaternion represents.
      float getAxisAngle​(Vector3 axis)
      Get the axis angle representation of the rotation in degrees.
      float getAxisAngleRad​(Vector3 axis)
      Get the axis-angle representation of the rotation in radians.
      int getGimbalPole()
      Get the pole of the gimbal lock, if any.
      float getPitch()
      Get the pitch euler angle in degrees, which is the rotation around the x axis.
      float getPitchRad()
      Get the pitch euler angle in radians, which is the rotation around the x axis.
      float getRoll()
      Get the roll euler angle in degrees, which is the rotation around the z axis.
      float getRollRad()
      Get the roll euler angle in radians, which is the rotation around the z axis.
      void getSwingTwist​(float axisX, float axisY, float axisZ, Quaternion swing, Quaternion twist)
      Get the swing rotation and twist rotation for the specified axis.
      void getSwingTwist​(Vector3 axis, Quaternion swing, Quaternion twist)
      Get the swing rotation and twist rotation for the specified axis.
      float getYaw()
      Get the yaw euler angle in degrees, which is the rotation around the y axis.
      float getYawRad()
      Get the yaw euler angle in radians, which is the rotation around the y axis.
      int hashCode()  
      Quaternion idt()
      Sets the quaternion to an identity Quaternion
      boolean isIdentity()  
      boolean isIdentity​(float tolerance)  
      float len()  
      static float len​(float x, float y, float z, float w)  
      float len2()  
      static float len2​(float x, float y, float z, float w)  
      Quaternion mul​(float scalar)
      Multiplies the components of this quaternion with the given scalar.
      Quaternion mul​(float x, float y, float z, float w)
      Multiplies this quaternion with another one in the form of this = this * other
      Quaternion mul​(Quaternion other)
      Multiplies this quaternion with another one in the form of this = this * other
      Quaternion mulLeft​(float x, float y, float z, float w)
      Multiplies this quaternion with another one in the form of this = other * this
      Quaternion mulLeft​(Quaternion other)
      Multiplies this quaternion with another one in the form of this = other * this
      Quaternion nor()
      Normalizes this quaternion to unit length
      Quaternion set​(float x, float y, float z, float w)
      Sets the components of the quaternion
      Quaternion set​(Quaternion quaternion)
      Sets the quaternion components from the given quaternion.
      Quaternion set​(Vector3 axis, float angle)
      Sets the quaternion components from the given axis and angle around that axis.
      Quaternion setEulerAngles​(float yaw, float pitch, float roll)
      Sets the quaternion to the given euler angles in degrees.
      Quaternion setEulerAnglesRad​(float yaw, float pitch, float roll)
      Sets the quaternion to the given euler angles in radians.
      Quaternion setFromAxes​(boolean normalizeAxes, float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz)
      Sets the Quaternion from the given x-, y- and z-axis.
      Quaternion setFromAxes​(float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz)
      Sets the Quaternion from the given x-, y- and z-axis which have to be orthonormal.
      Quaternion setFromAxis​(float x, float y, float z, float degrees)
      Sets the quaternion components from the given axis and angle around that axis.
      Quaternion setFromAxis​(Vector3 axis, float degrees)
      Sets the quaternion components from the given axis and angle around that axis.
      Quaternion setFromAxisRad​(float x, float y, float z, float radians)
      Sets the quaternion components from the given axis and angle around that axis.
      Quaternion setFromAxisRad​(Vector3 axis, float radians)
      Sets the quaternion components from the given axis and angle around that axis.
      Quaternion setFromCross​(float x1, float y1, float z1, float x2, float y2, float z2)
      Set this quaternion to the rotation between two vectors.
      Quaternion setFromCross​(Vector3 v1, Vector3 v2)
      Set this quaternion to the rotation between two vectors.
      Quaternion setFromMatrix​(boolean normalizeAxes, Matrix3 matrix)
      Sets the Quaternion from the given matrix, optionally removing any scaling.
      Quaternion setFromMatrix​(boolean normalizeAxes, Matrix4 matrix)
      Sets the Quaternion from the given matrix, optionally removing any scaling.
      Quaternion setFromMatrix​(Matrix3 matrix)
      Sets the Quaternion from the given rotation matrix, which must not contain scaling.
      Quaternion setFromMatrix​(Matrix4 matrix)
      Sets the Quaternion from the given rotation matrix, which must not contain scaling.
      Quaternion slerp​(Quaternion[] q)
      Spherical linearly interpolates multiple quaternions and stores the result in this Quaternion.
      Quaternion slerp​(Quaternion[] q, float[] w)
      Spherical linearly interpolates multiple quaternions by the given weights and stores the result in this Quaternion.
      Quaternion slerp​(Quaternion end, float alpha)
      Spherical linear interpolation between this quaternion and the other quaternion, based on the alpha value in the range [0,1].
      void toMatrix​(float[] matrix)
      Fills a 4x4 matrix with the rotation matrix represented by this quaternion.
      java.lang.String toString()  
      Vector3 transform​(Vector3 v)
      Transforms the given vector using this quaternion
      • Methods inherited from class java.lang.Object

        clone, finalize, getClass, notify, notifyAll, wait, wait, wait
    • Field Detail

      • x

        public float x
      • y

        public float y
      • z

        public float z
      • w

        public float w
    • Constructor Detail

      • Quaternion

        public Quaternion​(float x,
                          float y,
                          float z,
                          float w)
        Constructor, sets the four components of the quaternion.
        Parameters:
        x - The x-component
        y - The y-component
        z - The z-component
        w - The w-component
      • Quaternion

        public Quaternion()
      • Quaternion

        public Quaternion​(Quaternion quaternion)
        Constructor, sets the quaternion components from the given quaternion.
        Parameters:
        quaternion - The quaternion to copy.
      • Quaternion

        public Quaternion​(Vector3 axis,
                          float angle)
        Constructor, sets the quaternion from the given axis vector and the angle around that axis in degrees.
        Parameters:
        axis - The axis
        angle - The angle in degrees.
    • Method Detail

      • set

        public Quaternion set​(float x,
                              float y,
                              float z,
                              float w)
        Sets the components of the quaternion
        Parameters:
        x - The x-component
        y - The y-component
        z - The z-component
        w - The w-component
        Returns:
        This quaternion for chaining
      • set

        public Quaternion set​(Quaternion quaternion)
        Sets the quaternion components from the given quaternion.
        Parameters:
        quaternion - The quaternion.
        Returns:
        This quaternion for chaining.
      • set

        public Quaternion set​(Vector3 axis,
                              float angle)
        Sets the quaternion components from the given axis and angle around that axis.
        Parameters:
        axis - The axis
        angle - The angle in degrees
        Returns:
        This quaternion for chaining.
      • cpy

        public Quaternion cpy()
        Returns:
        a copy of this quaternion
      • len

        public static final float len​(float x,
                                      float y,
                                      float z,
                                      float w)
        Returns:
        the euclidean length of the specified quaternion
      • len

        public float len()
        Returns:
        the euclidean length of this quaternion
      • toString

        public java.lang.String toString()
        Overrides:
        toString in class java.lang.Object
      • setEulerAngles

        public Quaternion setEulerAngles​(float yaw,
                                         float pitch,
                                         float roll)
        Sets the quaternion to the given euler angles in degrees.
        Parameters:
        yaw - the rotation around the y axis in degrees
        pitch - the rotation around the x axis in degrees
        roll - the rotation around the z axis degrees
        Returns:
        this quaternion
      • setEulerAnglesRad

        public Quaternion setEulerAnglesRad​(float yaw,
                                            float pitch,
                                            float roll)
        Sets the quaternion to the given euler angles in radians.
        Parameters:
        yaw - the rotation around the y axis in radians
        pitch - the rotation around the x axis in radians
        roll - the rotation around the z axis in radians
        Returns:
        this quaternion
      • getGimbalPole

        public int getGimbalPole()
        Get the pole of the gimbal lock, if any.
        Returns:
        positive (+1) for north pole, negative (-1) for south pole, zero (0) when no gimbal lock
      • getRollRad

        public float getRollRad()
        Get the roll euler angle in radians, which is the rotation around the z axis. Requires that this quaternion is normalized.
        Returns:
        the rotation around the z axis in radians (between -PI and +PI)
      • getRoll

        public float getRoll()
        Get the roll euler angle in degrees, which is the rotation around the z axis. Requires that this quaternion is normalized.
        Returns:
        the rotation around the z axis in degrees (between -180 and +180)
      • getPitchRad

        public float getPitchRad()
        Get the pitch euler angle in radians, which is the rotation around the x axis. Requires that this quaternion is normalized.
        Returns:
        the rotation around the x axis in radians (between -(PI/2) and +(PI/2))
      • getPitch

        public float getPitch()
        Get the pitch euler angle in degrees, which is the rotation around the x axis. Requires that this quaternion is normalized.
        Returns:
        the rotation around the x axis in degrees (between -90 and +90)
      • getYawRad

        public float getYawRad()
        Get the yaw euler angle in radians, which is the rotation around the y axis. Requires that this quaternion is normalized.
        Returns:
        the rotation around the y axis in radians (between -PI and +PI)
      • getYaw

        public float getYaw()
        Get the yaw euler angle in degrees, which is the rotation around the y axis. Requires that this quaternion is normalized.
        Returns:
        the rotation around the y axis in degrees (between -180 and +180)
      • len2

        public static final float len2​(float x,
                                       float y,
                                       float z,
                                       float w)
      • len2

        public float len2()
        Returns:
        the length of this quaternion without square root
      • nor

        public Quaternion nor()
        Normalizes this quaternion to unit length
        Returns:
        the quaternion for chaining
      • conjugate

        public Quaternion conjugate()
        Conjugate the quaternion.
        Returns:
        This quaternion for chaining
      • transform

        public Vector3 transform​(Vector3 v)
        Transforms the given vector using this quaternion
        Parameters:
        v - Vector to transform
      • mul

        public Quaternion mul​(Quaternion other)
        Multiplies this quaternion with another one in the form of this = this * other
        Parameters:
        other - Quaternion to multiply with
        Returns:
        This quaternion for chaining
      • mul

        public Quaternion mul​(float x,
                              float y,
                              float z,
                              float w)
        Multiplies this quaternion with another one in the form of this = this * other
        Parameters:
        x - the x component of the other quaternion to multiply with
        y - the y component of the other quaternion to multiply with
        z - the z component of the other quaternion to multiply with
        w - the w component of the other quaternion to multiply with
        Returns:
        This quaternion for chaining
      • mulLeft

        public Quaternion mulLeft​(Quaternion other)
        Multiplies this quaternion with another one in the form of this = other * this
        Parameters:
        other - Quaternion to multiply with
        Returns:
        This quaternion for chaining
      • mulLeft

        public Quaternion mulLeft​(float x,
                                  float y,
                                  float z,
                                  float w)
        Multiplies this quaternion with another one in the form of this = other * this
        Parameters:
        x - the x component of the other quaternion to multiply with
        y - the y component of the other quaternion to multiply with
        z - the z component of the other quaternion to multiply with
        w - the w component of the other quaternion to multiply with
        Returns:
        This quaternion for chaining
      • add

        public Quaternion add​(Quaternion quaternion)
        Add the x,y,z,w components of the passed in quaternion to the ones of this quaternion
      • add

        public Quaternion add​(float qx,
                              float qy,
                              float qz,
                              float qw)
        Add the x,y,z,w components of the passed in quaternion to the ones of this quaternion
      • toMatrix

        public void toMatrix​(float[] matrix)
        Fills a 4x4 matrix with the rotation matrix represented by this quaternion.
        Parameters:
        matrix - Matrix to fill
      • idt

        public Quaternion idt()
        Sets the quaternion to an identity Quaternion
        Returns:
        this quaternion for chaining
      • isIdentity

        public boolean isIdentity()
        Returns:
        If this quaternion is an identity Quaternion
      • isIdentity

        public boolean isIdentity​(float tolerance)
        Returns:
        If this quaternion is an identity Quaternion
      • setFromAxis

        public Quaternion setFromAxis​(Vector3 axis,
                                      float degrees)
        Sets the quaternion components from the given axis and angle around that axis.
        Parameters:
        axis - The axis
        degrees - The angle in degrees
        Returns:
        This quaternion for chaining.
      • setFromAxisRad

        public Quaternion setFromAxisRad​(Vector3 axis,
                                         float radians)
        Sets the quaternion components from the given axis and angle around that axis.
        Parameters:
        axis - The axis
        radians - The angle in radians
        Returns:
        This quaternion for chaining.
      • setFromAxis

        public Quaternion setFromAxis​(float x,
                                      float y,
                                      float z,
                                      float degrees)
        Sets the quaternion components from the given axis and angle around that axis.
        Parameters:
        x - X direction of the axis
        y - Y direction of the axis
        z - Z direction of the axis
        degrees - The angle in degrees
        Returns:
        This quaternion for chaining.
      • setFromAxisRad

        public Quaternion setFromAxisRad​(float x,
                                         float y,
                                         float z,
                                         float radians)
        Sets the quaternion components from the given axis and angle around that axis.
        Parameters:
        x - X direction of the axis
        y - Y direction of the axis
        z - Z direction of the axis
        radians - The angle in radians
        Returns:
        This quaternion for chaining.
      • setFromMatrix

        public Quaternion setFromMatrix​(boolean normalizeAxes,
                                        Matrix4 matrix)
        Sets the Quaternion from the given matrix, optionally removing any scaling.
      • setFromMatrix

        public Quaternion setFromMatrix​(Matrix4 matrix)
        Sets the Quaternion from the given rotation matrix, which must not contain scaling.
      • setFromMatrix

        public Quaternion setFromMatrix​(boolean normalizeAxes,
                                        Matrix3 matrix)
        Sets the Quaternion from the given matrix, optionally removing any scaling.
      • setFromMatrix

        public Quaternion setFromMatrix​(Matrix3 matrix)
        Sets the Quaternion from the given rotation matrix, which must not contain scaling.
      • setFromAxes

        public Quaternion setFromAxes​(float xx,
                                      float xy,
                                      float xz,
                                      float yx,
                                      float yy,
                                      float yz,
                                      float zx,
                                      float zy,
                                      float zz)

        Sets the Quaternion from the given x-, y- and z-axis which have to be orthonormal.

        Taken from Bones framework for JPCT, see http://www.aptalkarga.com/bones/ which in turn took it from Graphics Gem code at ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z.

        Parameters:
        xx - x-axis x-coordinate
        xy - x-axis y-coordinate
        xz - x-axis z-coordinate
        yx - y-axis x-coordinate
        yy - y-axis y-coordinate
        yz - y-axis z-coordinate
        zx - z-axis x-coordinate
        zy - z-axis y-coordinate
        zz - z-axis z-coordinate
      • setFromAxes

        public Quaternion setFromAxes​(boolean normalizeAxes,
                                      float xx,
                                      float xy,
                                      float xz,
                                      float yx,
                                      float yy,
                                      float yz,
                                      float zx,
                                      float zy,
                                      float zz)

        Sets the Quaternion from the given x-, y- and z-axis.

        Taken from Bones framework for JPCT, see http://www.aptalkarga.com/bones/ which in turn took it from Graphics Gem code at ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z.

        Parameters:
        normalizeAxes - whether to normalize the axes (necessary when they contain scaling)
        xx - x-axis x-coordinate
        xy - x-axis y-coordinate
        xz - x-axis z-coordinate
        yx - y-axis x-coordinate
        yy - y-axis y-coordinate
        yz - y-axis z-coordinate
        zx - z-axis x-coordinate
        zy - z-axis y-coordinate
        zz - z-axis z-coordinate
      • setFromCross

        public Quaternion setFromCross​(Vector3 v1,
                                       Vector3 v2)
        Set this quaternion to the rotation between two vectors.
        Parameters:
        v1 - The base vector, which should be normalized.
        v2 - The target vector, which should be normalized.
        Returns:
        This quaternion for chaining
      • setFromCross

        public Quaternion setFromCross​(float x1,
                                       float y1,
                                       float z1,
                                       float x2,
                                       float y2,
                                       float z2)
        Set this quaternion to the rotation between two vectors.
        Parameters:
        x1 - The base vectors x value, which should be normalized.
        y1 - The base vectors y value, which should be normalized.
        z1 - The base vectors z value, which should be normalized.
        x2 - The target vector x value, which should be normalized.
        y2 - The target vector y value, which should be normalized.
        z2 - The target vector z value, which should be normalized.
        Returns:
        This quaternion for chaining
      • slerp

        public Quaternion slerp​(Quaternion end,
                                float alpha)
        Spherical linear interpolation between this quaternion and the other quaternion, based on the alpha value in the range [0,1]. Taken from Bones framework for JPCT, see http://www.aptalkarga.com/bones/
        Parameters:
        end - the end quaternion
        alpha - alpha in the range [0,1]
        Returns:
        this quaternion for chaining
      • slerp

        public Quaternion slerp​(Quaternion[] q)
        Spherical linearly interpolates multiple quaternions and stores the result in this Quaternion. Will not destroy the data previously inside the elements of q. result = (q_1^w_1)*(q_2^w_2)* ... *(q_n^w_n) where w_i=1/n.
        Parameters:
        q - List of quaternions
        Returns:
        This quaternion for chaining
      • slerp

        public Quaternion slerp​(Quaternion[] q,
                                float[] w)
        Spherical linearly interpolates multiple quaternions by the given weights and stores the result in this Quaternion. Will not destroy the data previously inside the elements of q or w. result = (q_1^w_1)*(q_2^w_2)* ... *(q_n^w_n) where the sum of w_i is 1. Lists must be equal in length.
        Parameters:
        q - List of quaternions
        w - List of weights
        Returns:
        This quaternion for chaining
      • exp

        public Quaternion exp​(float alpha)
        Calculates (this quaternion)^alpha where alpha is a real number and stores the result in this quaternion. See http://en.wikipedia.org/wiki/Quaternion#Exponential.2C_logarithm.2C_and_power
        Parameters:
        alpha - Exponent
        Returns:
        This quaternion for chaining
      • hashCode

        public int hashCode()
        Overrides:
        hashCode in class java.lang.Object
      • equals

        public boolean equals​(java.lang.Object obj)
        Overrides:
        equals in class java.lang.Object
      • dot

        public static final float dot​(float x1,
                                      float y1,
                                      float z1,
                                      float w1,
                                      float x2,
                                      float y2,
                                      float z2,
                                      float w2)
        Get the dot product between the two quaternions (commutative).
        Parameters:
        x1 - the x component of the first quaternion
        y1 - the y component of the first quaternion
        z1 - the z component of the first quaternion
        w1 - the w component of the first quaternion
        x2 - the x component of the second quaternion
        y2 - the y component of the second quaternion
        z2 - the z component of the second quaternion
        w2 - the w component of the second quaternion
        Returns:
        the dot product between the first and second quaternion.
      • dot

        public float dot​(Quaternion other)
        Get the dot product between this and the other quaternion (commutative).
        Parameters:
        other - the other quaternion.
        Returns:
        the dot product of this and the other quaternion.
      • dot

        public float dot​(float x,
                         float y,
                         float z,
                         float w)
        Get the dot product between this and the other quaternion (commutative).
        Parameters:
        x - the x component of the other quaternion
        y - the y component of the other quaternion
        z - the z component of the other quaternion
        w - the w component of the other quaternion
        Returns:
        the dot product of this and the other quaternion.
      • mul

        public Quaternion mul​(float scalar)
        Multiplies the components of this quaternion with the given scalar.
        Parameters:
        scalar - the scalar.
        Returns:
        this quaternion for chaining.
      • getAxisAngle

        public float getAxisAngle​(Vector3 axis)
        Get the axis angle representation of the rotation in degrees. The supplied vector will receive the axis (x, y and z values) of the rotation and the value returned is the angle in degrees around that axis. Note that this method will alter the supplied vector, the existing value of the vector is ignored.

        This will normalize this quaternion if needed. The received axis is a unit vector. However, if this is an identity quaternion (no rotation), then the length of the axis may be zero.
        Parameters:
        axis - vector which will receive the axis
        Returns:
        the angle in degrees
        See Also:
        wikipedia, calculation
      • getAxisAngleRad

        public float getAxisAngleRad​(Vector3 axis)
        Get the axis-angle representation of the rotation in radians. The supplied vector will receive the axis (x, y and z values) of the rotation and the value returned is the angle in radians around that axis. Note that this method will alter the supplied vector, the existing value of the vector is ignored.

        This will normalize this quaternion if needed. The received axis is a unit vector. However, if this is an identity quaternion (no rotation), then the length of the axis may be zero.
        Parameters:
        axis - vector which will receive the axis
        Returns:
        the angle in radians
        See Also:
        wikipedia, calculation
      • getAngleRad

        public float getAngleRad()
        Get the angle in radians of the rotation this quaternion represents. Does not normalize the quaternion. Use getAxisAngleRad(Vector3) to get both the axis and the angle of this rotation. Use getAngleAroundRad(Vector3) to get the angle around a specific axis.
        Returns:
        the angle in radians of the rotation
      • getAngle

        public float getAngle()
        Get the angle in degrees of the rotation this quaternion represents. Use getAxisAngle(Vector3) to get both the axis and the angle of this rotation. Use getAngleAround(Vector3) to get the angle around a specific axis.
        Returns:
        the angle in degrees of the rotation
      • getSwingTwist

        public void getSwingTwist​(float axisX,
                                  float axisY,
                                  float axisZ,
                                  Quaternion swing,
                                  Quaternion twist)
        Get the swing rotation and twist rotation for the specified axis. The twist rotation represents the rotation around the specified axis. The swing rotation represents the rotation of the specified axis itself, which is the rotation around an axis perpendicular to the specified axis.

        The swing and twist rotation can be used to reconstruct the original quaternion: this = swing * twist
        Parameters:
        axisX - the X component of the normalized axis for which to get the swing and twist rotation
        axisY - the Y component of the normalized axis for which to get the swing and twist rotation
        axisZ - the Z component of the normalized axis for which to get the swing and twist rotation
        swing - will receive the swing rotation: the rotation around an axis perpendicular to the specified axis
        twist - will receive the twist rotation: the rotation around the specified axis
        See Also:
        calculation
      • getSwingTwist

        public void getSwingTwist​(Vector3 axis,
                                  Quaternion swing,
                                  Quaternion twist)
        Get the swing rotation and twist rotation for the specified axis. The twist rotation represents the rotation around the specified axis. The swing rotation represents the rotation of the specified axis itself, which is the rotation around an axis perpendicular to the specified axis.

        The swing and twist rotation can be used to reconstruct the original quaternion: this = swing * twist
        Parameters:
        axis - the normalized axis for which to get the swing and twist rotation
        swing - will receive the swing rotation: the rotation around an axis perpendicular to the specified axis
        twist - will receive the twist rotation: the rotation around the specified axis
        See Also:
        calculation
      • getAngleAroundRad

        public float getAngleAroundRad​(float axisX,
                                       float axisY,
                                       float axisZ)
        Get the angle in radians of the rotation around the specified axis. The axis must be normalized.
        Parameters:
        axisX - the x component of the normalized axis for which to get the angle
        axisY - the y component of the normalized axis for which to get the angle
        axisZ - the z component of the normalized axis for which to get the angle
        Returns:
        the angle in radians of the rotation around the specified axis
      • getAngleAroundRad

        public float getAngleAroundRad​(Vector3 axis)
        Get the angle in radians of the rotation around the specified axis. The axis must be normalized.
        Parameters:
        axis - the normalized axis for which to get the angle
        Returns:
        the angle in radians of the rotation around the specified axis
      • getAngleAround

        public float getAngleAround​(float axisX,
                                    float axisY,
                                    float axisZ)
        Get the angle in degrees of the rotation around the specified axis. The axis must be normalized.
        Parameters:
        axisX - the x component of the normalized axis for which to get the angle
        axisY - the y component of the normalized axis for which to get the angle
        axisZ - the z component of the normalized axis for which to get the angle
        Returns:
        the angle in degrees of the rotation around the specified axis
      • getAngleAround

        public float getAngleAround​(Vector3 axis)
        Get the angle in degrees of the rotation around the specified axis. The axis must be normalized.
        Parameters:
        axis - the normalized axis for which to get the angle
        Returns:
        the angle in degrees of the rotation around the specified axis