mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-12-27 07:26:48 +01:00
a42c027b6f
- Fix Resources not being closed properly - Change versioning scheme to match Create - Add LICENSE to built jar - Fix mods.toml version sync - Move JOML code to non-src directory - Update Gradle - Organize imports
2105 lines
77 KiB
Java
2105 lines
77 KiB
Java
/*
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* The MIT License
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*
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* Copyright (c) 2015-2021 JOML
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.jozufozu.flywheel.repack.joml;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.util.*;
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/**
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* Interface to a read-only view of a quaternion of single-precision floats.
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*
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* @author Kai Burjack
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*/
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public interface Quaternionfc {
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/**
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* @return the first component of the vector part
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*/
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float x();
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/**
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* @return the second component of the vector part
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*/
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float y();
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/**
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* @return the third component of the vector part
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*/
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float z();
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/**
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* @return the real/scalar part of the quaternion
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*/
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float w();
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/**
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* Normalize this quaternion and store the result in <code>dest</code>.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Quaternionf normalize(Quaternionf dest);
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/**
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* Add the quaternion <code>(x, y, z, w)</code> to this quaternion and store the result in <code>dest</code>.
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*
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* @param x
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* the x component of the vector part
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* @param y
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* the y component of the vector part
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* @param z
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* the z component of the vector part
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* @param w
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* the real/scalar component
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* @param dest
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* will hold the result
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* @return dest
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*/
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Quaternionf add(float x, float y, float z, float w, Quaternionf dest);
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/**
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* Add <code>q2</code> to this quaternion and store the result in <code>dest</code>.
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*
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* @param q2
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* the quaternion to add to this
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* @param dest
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* will hold the result
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* @return dest
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*/
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Quaternionf add(Quaternionfc q2, Quaternionf dest);
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/**
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* Return the angle in radians represented by this normalized quaternion rotation.
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* <p>
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* This quaternion must be {@link #normalize(Quaternionf) normalized}.
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*
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* @return the angle in radians
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*/
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float angle();
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/**
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* Set the given destination matrix to the rotation represented by <code>this</code>.
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*
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* @see Matrix3f#set(Quaternionfc)
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*
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* @param dest
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* the matrix to write the rotation into
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* @return the passed in destination
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*/
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Matrix3f get(Matrix3f dest);
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/**
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* Set the given destination matrix to the rotation represented by <code>this</code>.
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*
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* @see Matrix3d#set(Quaternionfc)
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*
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* @param dest
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* the matrix to write the rotation into
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* @return the passed in destination
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*/
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Matrix3d get(Matrix3d dest);
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/**
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* Set the given destination matrix to the rotation represented by <code>this</code>.
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*
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* @see Matrix4f#set(Quaternionfc)
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*
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* @param dest
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* the matrix to write the rotation into
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* @return the passed in destination
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*/
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Matrix4f get(Matrix4f dest);
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/**
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* Set the given destination matrix to the rotation represented by <code>this</code>.
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*
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* @see Matrix4d#set(Quaternionfc)
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*
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* @param dest
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* the matrix to write the rotation into
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* @return the passed in destination
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*/
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Matrix4d get(Matrix4d dest);
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/**
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* Set the given destination matrix to the rotation represented by <code>this</code>.
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*
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* @see Matrix4x3f#set(Quaternionfc)
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*
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* @param dest
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* the matrix to write the rotation into
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* @return the passed in destination
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*/
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Matrix4x3f get(Matrix4x3f dest);
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/**
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* Set the given destination matrix to the rotation represented by <code>this</code>.
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*
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* @see Matrix4x3d#set(Quaternionfc)
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*
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* @param dest
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* the matrix to write the rotation into
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* @return the passed in destination
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*/
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Matrix4x3d get(Matrix4x3d dest);
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/**
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* Set the given {@link AxisAngle4f} to represent the rotation of
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* <code>this</code> quaternion.
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*
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* @param dest
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* the {@link AxisAngle4f} to set
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* @return the passed in destination
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*/
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AxisAngle4f get(AxisAngle4f dest);
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/**
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* Set the given {@link AxisAngle4d} to represent the rotation of
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* <code>this</code> quaternion.
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*
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* @param dest
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* the {@link AxisAngle4d} to set
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* @return the passed in destination
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*/
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AxisAngle4d get(AxisAngle4d dest);
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/**
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* Set the given {@link Quaterniond} to the values of <code>this</code>.
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*
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* @see Quaterniond#set(Quaternionfc)
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*
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* @param dest
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* the {@link Quaterniond} to set
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* @return the passed in destination
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*/
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Quaterniond get(Quaterniond dest);
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/**
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* Set the given {@link Quaternionf} to the values of <code>this</code>.
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*
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* @param dest
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* the {@link Quaternionf} to set
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* @return the passed in destination
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*/
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Quaternionf get(Quaternionf dest);
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/**
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* Store the 3x3 float matrix representation of <code>this</code> quaternion in column-major order into the given {@link ByteBuffer}.
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* <p>
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* This is equivalent to calling: <code>this.get(new Matrix3f()).get(dest)</code>
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*
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* @param dest
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* the destination buffer
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* @return dest
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*/
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ByteBuffer getAsMatrix3f(ByteBuffer dest);
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/**
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* Store the 3x3 float matrix representation of <code>this</code> quaternion in column-major order into the given {@link FloatBuffer}.
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* <p>
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* This is equivalent to calling: <code>this.get(new Matrix3f()).get(dest)</code>
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*
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* @param dest
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* the destination buffer
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* @return dest
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*/
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FloatBuffer getAsMatrix3f(FloatBuffer dest);
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/**
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* Store the 4x4 float matrix representation of <code>this</code> quaternion in column-major order into the given {@link ByteBuffer}.
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* <p>
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* This is equivalent to calling: <code>this.get(new Matrix4f()).get(dest)</code>
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*
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* @param dest
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* the destination buffer
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* @return dest
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*/
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ByteBuffer getAsMatrix4f(ByteBuffer dest);
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/**
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* Store the 4x4 float matrix representation of <code>this</code> quaternion in column-major order into the given {@link FloatBuffer}.
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* <p>
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* This is equivalent to calling: <code>this.get(new Matrix4f()).get(dest)</code>
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*
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* @param dest
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* the destination buffer
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* @return dest
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*/
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FloatBuffer getAsMatrix4f(FloatBuffer dest);
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/**
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* Store the 4x3 float matrix representation of <code>this</code> quaternion in column-major order into the given {@link ByteBuffer}.
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* <p>
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* This is equivalent to calling: <code>this.get(new Matrix4x3f()).get(dest)</code>
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*
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* @param dest
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* the destination buffer
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* @return dest
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*/
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ByteBuffer getAsMatrix4x3f(ByteBuffer dest);
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/**
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* Store the 4x3 float matrix representation of <code>this</code> quaternion in column-major order into the given {@link FloatBuffer}.
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* <p>
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* This is equivalent to calling: <code>this.get(new Matrix4x3f()).get(dest)</code>
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*
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* @param dest
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* the destination buffer
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* @return dest
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*/
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FloatBuffer getAsMatrix4x3f(FloatBuffer dest);
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/**
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* Multiply this quaternion by <code>q</code> and store the result in <code>dest</code>.
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* <p>
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* If <code>T</code> is <code>this</code> and <code>Q</code> is the given
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* quaternion, then the resulting quaternion <code>R</code> is:
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* <p>
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* <code>R = T * Q</code>
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* <p>
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* So, this method uses post-multiplication like the matrix classes, resulting in a
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* vector to be transformed by <code>Q</code> first, and then by <code>T</code>.
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*
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* @param q
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* the quaternion to multiply <code>this</code> by
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* @param dest
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* will hold the result
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* @return dest
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*/
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Quaternionf mul(Quaternionfc q, Quaternionf dest);
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/**
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* Multiply this quaternion by the quaternion represented via <code>(qx, qy, qz, qw)</code> and store the result in <code>dest</code>.
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* <p>
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* If <code>T</code> is <code>this</code> and <code>Q</code> is the given
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* quaternion, then the resulting quaternion <code>R</code> is:
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* <p>
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* <code>R = T * Q</code>
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* <p>
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* So, this method uses post-multiplication like the matrix classes, resulting in a
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* vector to be transformed by <code>Q</code> first, and then by <code>T</code>.
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*
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* @param qx
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* the x component of the quaternion to multiply <code>this</code> by
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* @param qy
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* the y component of the quaternion to multiply <code>this</code> by
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* @param qz
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* the z component of the quaternion to multiply <code>this</code> by
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* @param qw
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* the w component of the quaternion to multiply <code>this</code> by
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* @param dest
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* will hold the result
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* @return dest
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*/
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Quaternionf mul(float qx, float qy, float qz, float qw, Quaternionf dest);
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/**
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* Pre-multiply this quaternion by <code>q</code> and store the result in <code>dest</code>.
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* <p>
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* If <code>T</code> is <code>this</code> and <code>Q</code> is the given quaternion, then the resulting quaternion <code>R</code> is:
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* <p>
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* <code>R = Q * T</code>
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* <p>
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* So, this method uses pre-multiplication, resulting in a vector to be transformed by <code>T</code> first, and then by <code>Q</code>.
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*
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* @param q
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* the quaternion to pre-multiply <code>this</code> by
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* @param dest
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* will hold the result
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* @return dest
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*/
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Quaternionf premul(Quaternionfc q, Quaternionf dest);
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/**
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* Pre-multiply this quaternion by the quaternion represented via <code>(qx, qy, qz, qw)</code> and store the result in <code>dest</code>.
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* <p>
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* If <code>T</code> is <code>this</code> and <code>Q</code> is the given quaternion, then the resulting quaternion <code>R</code> is:
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* <p>
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* <code>R = Q * T</code>
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* <p>
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* So, this method uses pre-multiplication, resulting in a vector to be transformed by <code>T</code> first, and then by <code>Q</code>.
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*
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* @param qx
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* the x component of the quaternion to multiply <code>this</code> by
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* @param qy
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* the y component of the quaternion to multiply <code>this</code> by
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* @param qz
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* the z component of the quaternion to multiply <code>this</code> by
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* @param qw
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* the w component of the quaternion to multiply <code>this</code> by
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* @param dest
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* will hold the result
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* @return dest
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*/
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Quaternionf premul(float qx, float qy, float qz, float qw, Quaternionf dest);
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/**
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* Transform the given vector by this quaternion.
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* <p>
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* This will apply the rotation described by this quaternion to the given vector.
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*
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* @param vec
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* the vector to transform
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* @return vec
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*/
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Vector3f transform(Vector3f vec);
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/**
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* Transform the given vector by the inverse of this quaternion.
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* <p>
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* This will apply the rotation described by this quaternion to the given vector.
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*
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* @param vec
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* the vector to transform
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* @return vec
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*/
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Vector3f transformInverse(Vector3f vec);
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/**
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* Transform the given vector by this unit quaternion.
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* <p>
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* This will apply the rotation described by this quaternion to the given vector.
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* <p>
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* This method is only applicable when <code>this</code> is a unit quaternion.
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*
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* @param vec
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* the vector to transform
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* @return vec
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*/
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Vector3f transformUnit(Vector3f vec);
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/**
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* Transform the vector <code>(1, 0, 0)</code> by this quaternion.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector3f transformPositiveX(Vector3f dest);
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/**
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* Transform the vector <code>(1, 0, 0)</code> by this quaternion.
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* <p>
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* Only the first three components of the given 4D vector are modified.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector4f transformPositiveX(Vector4f dest);
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/**
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* Transform the vector <code>(1, 0, 0)</code> by this unit quaternion.
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* <p>
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* This method is only applicable when <code>this</code> is a unit quaternion.
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* <p>
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* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector3f transformUnitPositiveX(Vector3f dest);
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/**
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* Transform the vector <code>(1, 0, 0)</code> by this unit quaternion.
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* <p>
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* Only the first three components of the given 4D vector are modified.
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* <p>
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* This method is only applicable when <code>this</code> is a unit quaternion.
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* <p>
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* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector4f transformUnitPositiveX(Vector4f dest);
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/**
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* Transform the vector <code>(0, 1, 0)</code> by this quaternion.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector3f transformPositiveY(Vector3f dest);
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/**
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* Transform the vector <code>(0, 1, 0)</code> by this quaternion.
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* <p>
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* Only the first three components of the given 4D vector are modified.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector4f transformPositiveY(Vector4f dest);
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/**
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* Transform the vector <code>(0, 1, 0)</code> by this unit quaternion.
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* <p>
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* This method is only applicable when <code>this</code> is a unit quaternion.
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* <p>
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* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector3f transformUnitPositiveY(Vector3f dest);
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/**
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* Transform the vector <code>(0, 1, 0)</code> by this unit quaternion.
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* <p>
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* Only the first three components of the given 4D vector are modified.
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* <p>
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* This method is only applicable when <code>this</code> is a unit quaternion.
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* <p>
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* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector4f transformUnitPositiveY(Vector4f dest);
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/**
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* Transform the vector <code>(0, 0, 1)</code> by this quaternion.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector3f transformPositiveZ(Vector3f dest);
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/**
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* Transform the vector <code>(0, 0, 1)</code> by this quaternion.
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* <p>
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* Only the first three components of the given 4D vector are modified.
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*
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* @param dest
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* will hold the result
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* @return dest
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*/
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Vector4f transformPositiveZ(Vector4f dest);
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/**
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* Transform the vector <code>(0, 0, 1)</code> by this unit quaternion.
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* <p>
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* This method is only applicable when <code>this</code> is a unit quaternion.
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* <p>
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* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
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*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3f transformUnitPositiveZ(Vector3f dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(0, 0, 1)</code> by this unit quaternion.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are modified.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
* <p>
|
|
* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f transformUnitPositiveZ(Vector4f dest);
|
|
|
|
/**
|
|
* Transform the given vector by this quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* 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 the inverse of this quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and modified.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @return vec
|
|
*/
|
|
Vector4f transformInverse(Vector4f vec);
|
|
|
|
/**
|
|
* Transform the given vector by this quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 by the inverse of quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 transformInverse(Vector3fc vec, Vector3f dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 <code>(x, y, z)</code> by this quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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(float x, float y, float z, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of this quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 transformInverse(float x, float y, float z, Vector3f dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of this quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 transformInverse(float x, float y, float z, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector by the inverse of this unit quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @return vec
|
|
*/
|
|
Vector3f transformInverseUnit(Vector3f vec);
|
|
|
|
/**
|
|
* Transform the given vector by this unit quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3f transformUnit(Vector3fc vec, Vector3f dest);
|
|
|
|
/**
|
|
* Transform the given vector by the inverse of this unit quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3f transformInverseUnit(Vector3fc vec, Vector3f dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this unit quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformUnit(float x, float y, float z, Vector3f dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this unit quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformUnit(float x, float y, float z, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of this unit quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformInverseUnit(float x, float y, float z, Vector3f dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of this unit quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformInverseUnit(float x, float y, float z, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector by this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* 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 by the inverse of this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* 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 transformInverse(Vector4fc vec, Vector4f dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of
|
|
* this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 transformInverse(float x, float y, float z, Vector4f dest);
|
|
|
|
/**
|
|
* Transform the given vector by this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and set on the destination.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f transformUnit(Vector4fc vec, Vector4f dest);
|
|
|
|
/**
|
|
* Transform the given vector by this unit quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and set on the destination.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @return vec
|
|
*/
|
|
Vector4f transformUnit(Vector4f vec);
|
|
|
|
/**
|
|
* Transform the given vector by the inverse of this unit quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and set on the destination.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @return vec
|
|
*/
|
|
Vector4f transformInverseUnit(Vector4f vec);
|
|
|
|
/**
|
|
* Transform the given vector by the inverse of this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and set on the destination.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4f transformInverseUnit(Vector4fc vec, Vector4f dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformUnit(float x, float y, float z, Vector4f dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of
|
|
* this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformInverseUnit(float x, float y, float z, Vector4f dest);
|
|
|
|
/**
|
|
* Transform the given vector by this quaternion.
|
|
* <p>
|
|
* 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 given vector by the inverse of this quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @return vec
|
|
*/
|
|
Vector3d transformInverse(Vector3d vec);
|
|
|
|
/**
|
|
* Transform the vector <code>(1, 0, 0)</code> by this quaternion.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3d transformPositiveX(Vector3d dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(1, 0, 0)</code> by this quaternion.
|
|
* <p>
|
|
* 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 <code>(1, 0, 0)</code> by this unit quaternion.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
* <p>
|
|
* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3d transformUnitPositiveX(Vector3d dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(1, 0, 0)</code> by this unit quaternion.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are modified.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
* <p>
|
|
* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d transformUnitPositiveX(Vector4d dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(0, 1, 0)</code> by this quaternion.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3d transformPositiveY(Vector3d dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(0, 1, 0)</code> by this quaternion.
|
|
* <p>
|
|
* 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 <code>(0, 1, 0)</code> by this unit quaternion.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
* <p>
|
|
* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3d transformUnitPositiveY(Vector3d dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(0, 1, 0)</code> by this unit quaternion.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are modified.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
* <p>
|
|
* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d transformUnitPositiveY(Vector4d dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(0, 0, 1)</code> by this quaternion.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3d transformPositiveZ(Vector3d dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(0, 0, 1)</code> by this quaternion.
|
|
* <p>
|
|
* 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 <code>(0, 0, 1)</code> by this unit quaternion.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
* <p>
|
|
* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3d transformUnitPositiveZ(Vector3d dest);
|
|
|
|
/**
|
|
* Transform the vector <code>(0, 0, 1)</code> by this unit quaternion.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are modified.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
* <p>
|
|
* Reference: <a href="https://de.mathworks.com/help/aerotbx/ug/quatrotate.html?requestedDomain=true">https://de.mathworks.com/</a>
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d transformUnitPositiveZ(Vector4d dest);
|
|
|
|
/**
|
|
* Transform the given vector by this quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* 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 the inverse of this quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and modified.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @return vec
|
|
*/
|
|
Vector4d transformInverse(Vector4d vec);
|
|
|
|
/**
|
|
* Transform the given vector by this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 by the inverse of this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 transformInverse(Vector3dc vec, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 <code>(x, y, z)</code> by the inverse of
|
|
* this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 transformInverse(double x, double y, double z, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector by this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* 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 by the inverse of this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* 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 transformInverse(Vector4dc vec, Vector4d dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of
|
|
* this quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 transformInverse(double x, double y, double z, Vector4d dest);
|
|
|
|
/**
|
|
* Transform the given vector by this unit quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and modified.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @return vec
|
|
*/
|
|
Vector4d transformUnit(Vector4d vec);
|
|
|
|
/**
|
|
* Transform the given vector by the inverse of this unit quaternion.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and modified.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @return vec
|
|
*/
|
|
Vector4d transformInverseUnit(Vector4d vec);
|
|
|
|
/**
|
|
* Transform the given vector by this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3d transformUnit(Vector3dc vec, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector by the inverse of this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector3d transformInverseUnit(Vector3dc vec, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformUnit(double x, double y, double z, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of
|
|
* this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformInverseUnit(double x, double y, double z, Vector3d dest);
|
|
|
|
/**
|
|
* Transform the given vector by this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and set on the destination.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d transformUnit(Vector4dc vec, Vector4d dest);
|
|
|
|
/**
|
|
* Transform the given vector by the inverse of this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* Only the first three components of the given 4D vector are being used and set on the destination.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @param vec
|
|
* the vector to transform
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Vector4d transformInverseUnit(Vector4dc vec, Vector4d dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformUnit(double x, double y, double z, Vector4d dest);
|
|
|
|
/**
|
|
* Transform the given vector <code>(x, y, z)</code> by the inverse of
|
|
* this unit quaternion and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This will apply the rotation described by this quaternion to the given vector.
|
|
* <p>
|
|
* This method is only applicable when <code>this</code> is a unit quaternion.
|
|
*
|
|
* @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 transformInverseUnit(double x, double y, double z, Vector4d dest);
|
|
|
|
/**
|
|
* Invert this quaternion and store the {@link #normalize(Quaternionf) normalized} result in <code>dest</code>.
|
|
* <p>
|
|
* 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 <code>this</code> quaternion by <code>b</code> and store the result in <code>dest</code>.
|
|
* <p>
|
|
* The division expressed using the inverse is performed in the following way:
|
|
* <p>
|
|
* <code>dest = this * b^-1</code>, where <code>b^-1</code> is the inverse of <code>b</code>.
|
|
*
|
|
* @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 <code>dest</code>.
|
|
*
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Quaternionf conjugate(Quaternionf dest);
|
|
|
|
/**
|
|
* Apply a rotation to <code>this</code> quaternion rotating the given radians about the cartesian base unit axes,
|
|
* called the euler angles using rotation sequence <code>XYZ</code> and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This method is equivalent to calling: <code>rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)</code>
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>this</code> quaternion rotating the given radians about the cartesian base unit axes,
|
|
* called the euler angles, using the rotation sequence <code>ZYX</code> and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This method is equivalent to calling: <code>rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)</code>
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>this</code> quaternion rotating the given radians about the cartesian base unit axes,
|
|
* called the euler angles, using the rotation sequence <code>YXZ</code> and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This method is equivalent to calling: <code>rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)</code>
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>XYZ</code> of this quaternion and store them in the
|
|
* provided parameter <code>eulerAngles</code>.
|
|
* <p>
|
|
* The Euler angles are always returned as the angle around X in the {@link Vector3f#x} field, the angle around Y in the {@link Vector3f#y}
|
|
* field and the angle around Z in the {@link Vector3f#z} field of the supplied {@link Vector3f} instance.
|
|
*
|
|
* @param eulerAngles
|
|
* will hold the euler angles in radians
|
|
* @return the passed in vector
|
|
*/
|
|
Vector3f getEulerAnglesXYZ(Vector3f eulerAngles);
|
|
|
|
/**
|
|
* Get the euler angles in radians in rotation sequence <code>ZYX</code> of this quaternion and store them in the
|
|
* provided parameter <code>eulerAngles</code>.
|
|
* <p>
|
|
* The Euler angles are always returned as the angle around X in the {@link Vector3f#x} field, the angle around Y in the {@link Vector3f#y}
|
|
* field and the angle around Z in the {@link Vector3f#z} field of the supplied {@link Vector3f} instance.
|
|
*
|
|
* @param eulerAngles
|
|
* will hold the euler angles in radians
|
|
* @return the passed in vector
|
|
*/
|
|
Vector3f getEulerAnglesZYX(Vector3f eulerAngles);
|
|
|
|
/**
|
|
* Return the square of the length of this quaternion.
|
|
*
|
|
* @return the length
|
|
*/
|
|
float lengthSquared();
|
|
|
|
/**
|
|
* Interpolate between <code>this</code> {@link #normalize(Quaternionf) unit} quaternion and the specified
|
|
* <code>target</code> {@link #normalize(Quaternionf) unit} quaternion using spherical linear interpolation using the specified interpolation factor <code>alpha</code>,
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* This method resorts to non-spherical linear interpolation when the absolute dot product of <code>this</code> and <code>target</code> is
|
|
* below <code>1E-6f</code>.
|
|
* <p>
|
|
* Reference: <a href="http://fabiensanglard.net/doom3_documentation/37725-293747_293747.pdf">http://fabiensanglard.net</a>
|
|
*
|
|
* @param target
|
|
* the target of the interpolation, which should be reached with <code>alpha = 1.0</code>
|
|
* @param alpha
|
|
* the interpolation factor, within <code>[0..1]</code>
|
|
* @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 <code>factor</code>, and store the result in <code>dest</code>.
|
|
*
|
|
* @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 <code>(vx, vy, vz)</code> around the x, y and z axis, respectively,
|
|
* with respect to the given elapsed time delta <code>dt</code> and add the differentiate rotation to the rotation represented by this quaternion
|
|
* and store the result into <code>dest</code>.
|
|
* <p>
|
|
* This method pre-multiplies the rotation given by <code>dt</code> and <code>(vx, vy, vz)</code> by <code>this</code>, so
|
|
* the angular velocities are always relative to the local coordinate system of the rotation represented by <code>this</code> quaternion.
|
|
* <p>
|
|
* This method is equivalent to calling: <code>rotateLocal(dt * vx, dt * vy, dt * vz, dest)</code>
|
|
* <p>
|
|
* Reference: <a href="http://physicsforgames.blogspot.de/2010/02/quaternions.html">http://physicsforgames.blogspot.de/</a>
|
|
*
|
|
* @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 <code>this</code> and the given quaternion <code>q</code>
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* Reference: <a href="http://fabiensanglard.net/doom3_documentation/37725-293747_293747.pdf">http://fabiensanglard.net</a>
|
|
*
|
|
* @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 <code>this</code> and the given quaternion <code>q</code>
|
|
* iteratively and store the result in <code>dest</code>.
|
|
* <p>
|
|
* 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 <code>this</code> and <code>q</code> via non-spherical linear interpolations as long as
|
|
* the absolute dot product of <code>this</code> and <code>q</code> is greater than the given <code>dotThreshold</code> parameter.
|
|
* <p>
|
|
* Thanks to <code>@theagentd</code> at <a href="http://www.java-gaming.org/">http://www.java-gaming.org/</a> 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 <code>this</code> and <code>q</code> 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 <code>dest</code>.
|
|
* <p>
|
|
* 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 <code>up</code> and <code>dir</code> vectors.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, the
|
|
* rotation added by this method will be applied first!
|
|
* <p>
|
|
* Reference: <a href="http://answers.unity3d.com/questions/467614/what-is-the-source-code-of-quaternionlookrotation.html">http://answers.unity3d.com</a>
|
|
*
|
|
* @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 <code>dir</code> and <code>up</code>
|
|
* @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 <code>dest</code>.
|
|
* <p>
|
|
* 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 <code>up</code> and <code>dir</code> vectors.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, the
|
|
* rotation added by this method will be applied first!
|
|
* <p>
|
|
* Reference: <a href="http://answers.unity3d.com/questions/467614/what-is-the-source-code-of-quaternionlookrotation.html">http://answers.unity3d.com</a>
|
|
*
|
|
* @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 <code>this</code> that rotates the <code>fromDir</code> vector to point along <code>toDir</code> and
|
|
* store the result in <code>dest</code>.
|
|
* <p>
|
|
* Since there can be multiple possible rotations, this method chooses the one with the shortest arc.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, the
|
|
* rotation added by this method will be applied first!
|
|
* <p>
|
|
* Reference: <a href="http://stackoverflow.com/questions/1171849/finding-quaternion-representing-the-rotation-from-one-vector-to-another#answer-1171995">stackoverflow.com</a>
|
|
*
|
|
* @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 <code>this</code> that rotates the <code>fromDir</code> vector to point along <code>toDir</code> and
|
|
* store the result in <code>dest</code>.
|
|
* <p>
|
|
* Because there can be multiple possible rotations, this method chooses the one with the shortest arc.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>this</code> quaternion rotating the given radians about the x axis
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>this</code> quaternion rotating the given radians about the y axis
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>this</code> quaternion rotating the given radians about the z axis
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>this</code> quaternion rotating the given radians about the local x axis
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>R * Q</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>R * Q * v</code>, the
|
|
* rotation represented by <code>this</code> 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 <code>this</code> quaternion rotating the given radians about the local y axis
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>R * Q</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>R * Q * v</code>, the
|
|
* rotation represented by <code>this</code> 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 <code>this</code> quaternion rotating the given radians about the local z axis
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>R * Q</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>R * Q * v</code>, the
|
|
* rotation represented by <code>this</code> 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 <code>this</code> quaternion rotating the given radians about the specified axis
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>this</code> quaternion rotating the given radians about the specified axis
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* If <code>Q</code> is <code>this</code> quaternion and <code>R</code> the quaternion representing the
|
|
* specified rotation, then the new quaternion will be <code>Q * R</code>. So when transforming a
|
|
* vector <code>v</code> with the new quaternion by using <code>Q * R * v</code>, 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 <code>this</code> and the <code>other</code> quaternion
|
|
* and store the result in <code>dest</code>.
|
|
* <p>
|
|
* The difference is the rotation that has to be applied to get from
|
|
* <code>this</code> rotation to <code>other</code>. If <code>T</code> is <code>this</code>, <code>Q</code>
|
|
* is <code>other</code> and <code>D</code> is the computed difference, then the following equation holds:
|
|
* <p>
|
|
* <code>T * D = Q</code>
|
|
* <p>
|
|
* It is defined as: <code>D = T^-1 * Q</code>, where <code>T^-1</code> denotes the {@link #invert(Quaternionf) inverse} of <code>T</code>.
|
|
*
|
|
* @param other
|
|
* the other quaternion
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Quaternionf difference(Quaternionfc other, Quaternionf dest);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+X</code> before the rotation transformation represented by <code>this</code> quaternion is applied.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Quaternionf inv = new Quaternionf(this).invert();
|
|
* inv.transform(dir.set(1, 0, 0));
|
|
* </pre>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+X</code>
|
|
* @return dir
|
|
*/
|
|
Vector3f positiveX(Vector3f dir);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+X</code> before the rotation transformation represented by <code>this</code> <i>normalized</i> quaternion is applied.
|
|
* The quaternion <i>must</i> be {@link #normalize(Quaternionf) normalized} for this method to work.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Quaternionf inv = new Quaternionf(this).conjugate();
|
|
* inv.transform(dir.set(1, 0, 0));
|
|
* </pre>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+X</code>
|
|
* @return dir
|
|
*/
|
|
Vector3f normalizedPositiveX(Vector3f dir);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+Y</code> before the rotation transformation represented by <code>this</code> quaternion is applied.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Quaternionf inv = new Quaternionf(this).invert();
|
|
* inv.transform(dir.set(0, 1, 0));
|
|
* </pre>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+Y</code>
|
|
* @return dir
|
|
*/
|
|
Vector3f positiveY(Vector3f dir);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+Y</code> before the rotation transformation represented by <code>this</code> <i>normalized</i> quaternion is applied.
|
|
* The quaternion <i>must</i> be {@link #normalize(Quaternionf) normalized} for this method to work.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Quaternionf inv = new Quaternionf(this).conjugate();
|
|
* inv.transform(dir.set(0, 1, 0));
|
|
* </pre>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+Y</code>
|
|
* @return dir
|
|
*/
|
|
Vector3f normalizedPositiveY(Vector3f dir);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+Z</code> before the rotation transformation represented by <code>this</code> quaternion is applied.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Quaternionf inv = new Quaternionf(this).invert();
|
|
* inv.transform(dir.set(0, 0, 1));
|
|
* </pre>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+Z</code>
|
|
* @return dir
|
|
*/
|
|
Vector3f positiveZ(Vector3f dir);
|
|
|
|
/**
|
|
* Obtain the direction of <code>+Z</code> before the rotation transformation represented by <code>this</code> <i>normalized</i> quaternion is applied.
|
|
* The quaternion <i>must</i> be {@link #normalize(Quaternionf) normalized} for this method to work.
|
|
* <p>
|
|
* This method is equivalent to the following code:
|
|
* <pre>
|
|
* Quaternionf inv = new Quaternionf(this).conjugate();
|
|
* inv.transform(dir.set(0, 0, 1));
|
|
* </pre>
|
|
*
|
|
* @param dir
|
|
* will hold the direction of <code>+Z</code>
|
|
* @return dir
|
|
*/
|
|
Vector3f normalizedPositiveZ(Vector3f dir);
|
|
|
|
/**
|
|
* Conjugate <code>this</code> by the given quaternion <code>q</code> by computing <code>q * this * q^-1</code>
|
|
* and store the result into <code>dest</code>.
|
|
*
|
|
* @param q
|
|
* the {@link Quaternionfc} to conjugate <code>this</code> by
|
|
* @param dest
|
|
* will hold the result
|
|
* @return dest
|
|
*/
|
|
Quaternionf conjugateBy(Quaternionfc q, Quaternionf dest);
|
|
|
|
/**
|
|
* Determine whether all components are finite floating-point values, that
|
|
* is, they are not {@link Float#isNaN() NaN} and not
|
|
* {@link Float#isInfinite() infinity}.
|
|
*
|
|
* @return {@code true} if all components are finite floating-point values;
|
|
* {@code false} otherwise
|
|
*/
|
|
boolean isFinite();
|
|
|
|
/**
|
|
Compare the quaternion components of <code>this</code> quaternion with the given quaternion using the given <code>delta</code>
|
|
* and return whether all of them are equal within a maximum difference of <code>delta</code>.
|
|
* <p>
|
|
* Please note that this method is not used by any data structure such as {@link ArrayList} {@link HashSet} or {@link HashMap}
|
|
* and their operations, such as {@link ArrayList#contains(Object)} or {@link HashSet#remove(Object)}, since those
|
|
* data structures only use the {@link Object#equals(Object)} and {@link Object#hashCode()} methods.
|
|
*
|
|
* @param q
|
|
* the other quaternion
|
|
* @param delta
|
|
* the allowed maximum difference
|
|
* @return <code>true</code> whether all of the quaternion components are equal; <code>false</code> otherwise
|
|
*/
|
|
boolean equals(Quaternionfc q, float delta);
|
|
|
|
/**
|
|
*
|
|
* @param x
|
|
* the x component to compare to
|
|
* @param y
|
|
* the y component to compare to
|
|
* @param z
|
|
* the z component to compare to
|
|
* @param w
|
|
* the w component to compare to
|
|
* @return <code>true</code> if all the quaternion components are equal
|
|
*/
|
|
boolean equals(float x, float y, float z, float w);
|
|
}
|