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Public Quaternion( Quaternion q) copy constructor Public Quaternion() default: "identity" quaternion (angle 0, any axis)įloat angle) create a quaternion with a normalized axis and angleįloat arr) create a quaternion. Static final float slerp_epsilon See Also: Constant Field Values Constructor Detail Static final int W See Also: Constant Field Values Static final int Z See Also: Constant Field Values Static final int Y See Also: Constant Field Values Static final int X See Also: Constant Field Values Private float val the val array is kept normalized: we deal with unit quaternions only Methods inherited from class Ĭlone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait Make the quaternion represent tilt-free rotation (no z part) Transform (rotate) an axis by the quaternion Interpolation of q1 and q2 for values between 0 and 1.
![java 3d rotation java 3d rotation](http://nghiaho.com/wp-content/uploads/2011/09/optimal_rotation_translation.png)
Implementation of rotationBetweenVectors and rotationAxisToVector. RotationBetweenVectorsInternal( Vec3f rotaxis, Get the rotation (normalized axis and angle) that rotates vector a Get the rotation (normalized axis and angle) that rotates aĬoordinate axis (given by number) to another (normalized) vector.
![java 3d rotation java 3d rotation](https://i.stack.imgur.com/Gr2ya.png)
The result will be normalized if the input vector was add (the rotated vector from c to p) to c. Rotate a point p about an arbitrary center c by the quaternion, Multiply this quaternion (q0) with another (q1) from the left side.Ĭalculate the product of two quaternions (both q0, q1 unchanged). Multiply this quaternion (q0) with another (q1) from the right side. Make the quaternion represent a rotation around (0, +/-1, 0) Out of an array, starting at offset position.Ĭonvert quaternion to normalized axis and angle Val store the vector part, val is the scalar partĭefault: "identity" quaternion (angle 0, any axis)Ĭreate a quaternion in its internal representation įloat array will then be handled by the quaternionĬreate a quaternion with a normalized axis and angleĬreate a quaternion. The val array is kept normalized: we deal with unit quaternions only Version: 0.2, changed: 14 Jan 97 Author: Michael Pichler Quaternion - quaternion used to describe rotations/orientations SUMMARY: NESTED | FIELD | CONSTR | METHOD Quaternion (NIST Translator: VRML 97 to X3D Javadoc)