Interface Quaternionfc
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Method Summary
Modifier and TypeMethodDescriptionadd
(float arg0, float arg1, float arg2, float arg3, Quaternionf arg4) add
(Quaternionfc arg0, Quaternionf arg1) float
angle()
conjugate
(Quaternionf arg0) conjugateBy
(Quaternionfc arg0, Quaternionf arg1) difference
(Quaternionfc arg0, Quaternionf arg1) div
(Quaternionfc arg0, Quaternionf arg1) boolean
equals
(float arg0, float arg1, float arg2, float arg3) boolean
equals
(Quaternionfc arg0, float arg1) get
(AxisAngle4d arg0) get
(AxisAngle4f arg0) get
(Matrix4x3d arg0) get
(Matrix4x3f arg0) get
(Quaterniond arg0) get
(Quaternionf arg0) getAsMatrix3f
(ByteBuffer arg0) getAsMatrix3f
(FloatBuffer arg0) getAsMatrix4f
(ByteBuffer arg0) getAsMatrix4f
(FloatBuffer arg0) getAsMatrix4x3f
(ByteBuffer arg0) getAsMatrix4x3f
(FloatBuffer arg0) getEulerAnglesXYZ
(Vector3f arg0) integrate
(float arg0, float arg1, float arg2, float arg3, Quaternionf arg4) invert
(Quaternionf arg0) boolean
isFinite()
float
lookAlong
(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Quaternionf arg6) lookAlong
(Vector3fc arg0, Vector3fc arg1, Quaternionf arg2) mul
(float arg0, float arg1, float arg2, float arg3, Quaternionf arg4) mul
(Quaternionfc arg0, Quaternionf arg1) nlerp
(Quaternionfc arg0, float arg1, Quaternionf arg2) nlerpIterative
(Quaternionfc arg0, float arg1, float arg2, Quaternionf arg3) normalize
(Quaternionf arg0) normalizedPositiveX
(Vector3f arg0) normalizedPositiveY
(Vector3f arg0) normalizedPositiveZ
(Vector3f arg0) premul
(float arg0, float arg1, float arg2, float arg3, Quaternionf arg4) premul
(Quaternionfc arg0, Quaternionf arg1) rotateAxis
(float arg0, float arg1, float arg2, float arg3, Quaternionf arg4) rotateAxis
(float arg0, Vector3fc arg1, Quaternionf arg2) rotateLocalX
(float arg0, Quaternionf arg1) rotateLocalY
(float arg0, Quaternionf arg1) rotateLocalZ
(float arg0, Quaternionf arg1) rotateTo
(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Quaternionf arg6) rotateTo
(Vector3fc arg0, Vector3fc arg1, Quaternionf arg2) rotateX
(float arg0, Quaternionf arg1) rotateXYZ
(float arg0, float arg1, float arg2, Quaternionf arg3) rotateY
(float arg0, Quaternionf arg1) rotateYXZ
(float arg0, float arg1, float arg2, Quaternionf arg3) rotateZ
(float arg0, Quaternionf arg1) rotateZYX
(float arg0, float arg1, float arg2, Quaternionf arg3) scale
(float arg0, Quaternionf arg1) slerp
(Quaternionfc arg0, float arg1, Quaternionf arg2) transformInverse
(double arg0, double arg1, double arg2, Vector3d arg3) transformInverse
(double arg0, double arg1, double arg2, Vector4d arg3) transformInverse
(float arg0, float arg1, float arg2, Vector3d arg3) transformInverse
(float arg0, float arg1, float arg2, Vector3f arg3) transformInverse
(float arg0, float arg1, float arg2, Vector4f arg3) transformInverse
(Vector3d arg0) transformInverse
(Vector3dc arg0, Vector3d arg1) transformInverse
(Vector3f arg0) transformInverse
(Vector3fc arg0, Vector3f arg1) transformInverse
(Vector4d arg0) transformInverse
(Vector4dc arg0, Vector4d arg1) transformInverse
(Vector4f arg0) transformInverse
(Vector4fc arg0, Vector4f arg1) transformInverseUnit
(double arg0, double arg1, double arg2, Vector3d arg3) transformInverseUnit
(double arg0, double arg1, double arg2, Vector4d arg3) transformInverseUnit
(float arg0, float arg1, float arg2, Vector3d arg3) transformInverseUnit
(float arg0, float arg1, float arg2, Vector3f arg3) transformInverseUnit
(float arg0, float arg1, float arg2, Vector4f arg3) transformInverseUnit
(Vector3dc arg0, Vector3d arg1) transformInverseUnit
(Vector3f arg0) transformInverseUnit
(Vector3fc arg0, Vector3f arg1) transformInverseUnit
(Vector4d arg0) transformInverseUnit
(Vector4dc arg0, Vector4d arg1) transformInverseUnit
(Vector4f arg0) transformInverseUnit
(Vector4fc arg0, Vector4f arg1) transformPositiveX
(Vector3d arg0) transformPositiveX
(Vector3f arg0) transformPositiveX
(Vector4d arg0) transformPositiveX
(Vector4f arg0) transformPositiveY
(Vector3d arg0) transformPositiveY
(Vector3f arg0) transformPositiveY
(Vector4d arg0) transformPositiveY
(Vector4f arg0) transformPositiveZ
(Vector3d arg0) transformPositiveZ
(Vector3f arg0) transformPositiveZ
(Vector4d arg0) transformPositiveZ
(Vector4f arg0) transformUnit
(double arg0, double arg1, double arg2, Vector3d arg3) transformUnit
(double arg0, double arg1, double arg2, Vector4d arg3) transformUnit
(float arg0, float arg1, float arg2, Vector3d arg3) transformUnit
(float arg0, float arg1, float arg2, Vector3f arg3) transformUnit
(float arg0, float arg1, float arg2, Vector4f arg3) transformUnit
(Vector3dc arg0, Vector3d arg1) transformUnit
(Vector3f arg0) transformUnit
(Vector3fc arg0, Vector3f arg1) transformUnit
(Vector4d arg0) transformUnit
(Vector4dc arg0, Vector4d arg1) transformUnit
(Vector4f arg0) transformUnit
(Vector4fc arg0, Vector4f arg1) float
w()
float
x()
float
y()
float
z()
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Method Details
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x
float x() -
y
float y() -
z
float z() -
w
float w() -
normalize
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add
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add
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angle
float angle() -
get
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get
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get
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get
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get
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get
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get
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get
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get
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get
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getAsMatrix3f
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getAsMatrix3f
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getAsMatrix4f
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getAsMatrix4f
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getAsMatrix4x3f
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getAsMatrix4x3f
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mul
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mul
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premul
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premul
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transform
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transformInverse
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transformUnit
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transformPositiveX
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transformPositiveX
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transformUnitPositiveX
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transformUnitPositiveX
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transformPositiveY
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transformPositiveY
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transformUnitPositiveY
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transformUnitPositiveY
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transformPositiveZ
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transformPositiveZ
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transformUnitPositiveZ
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transformUnitPositiveZ
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transform
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transformInverse
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transform
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transformInverse
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transform
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transform
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transformInverse
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transformInverse
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transformInverseUnit
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transformUnit
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transformInverseUnit
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transformUnit
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transformUnit
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transformInverseUnit
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transformInverseUnit
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transform
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transformInverse
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transform
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transformInverse
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transformUnit
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transformUnit
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transformInverseUnit
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transformInverseUnit
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transformUnit
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transformInverseUnit
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transform
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transformInverse
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transformPositiveX
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transformPositiveX
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transformUnitPositiveX
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transformUnitPositiveX
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transformPositiveY
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transformPositiveY
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transformUnitPositiveY
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transformUnitPositiveY
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transformPositiveZ
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transformPositiveZ
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transformUnitPositiveZ
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transformUnitPositiveZ
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transform
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transformInverse
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transform
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transformInverse
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transform
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transformInverse
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transform
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transformInverse
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transform
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transformInverse
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transformUnit
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transformInverseUnit
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transformUnit
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transformInverseUnit
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transformUnit
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transformInverseUnit
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transformUnit
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transformInverseUnit
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transformUnit
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transformInverseUnit
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invert
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div
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conjugate
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rotateXYZ
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rotateZYX
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rotateYXZ
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getEulerAnglesXYZ
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lengthSquared
float lengthSquared() -
slerp
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scale
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integrate
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nlerp
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nlerpIterative
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lookAlong
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lookAlong
Quaternionf lookAlong(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Quaternionf arg6) -
rotateTo
Quaternionf rotateTo(float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, Quaternionf arg6) -
rotateTo
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rotateX
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rotateY
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rotateZ
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rotateLocalX
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rotateLocalY
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rotateLocalZ
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rotateAxis
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rotateAxis
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difference
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positiveX
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normalizedPositiveX
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positiveY
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normalizedPositiveY
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positiveZ
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normalizedPositiveZ
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conjugateBy
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isFinite
boolean isFinite() -
equals
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equals
boolean equals(float arg0, float arg1, float arg2, float arg3)
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