Exemple #1
0
 /**
  * * Initialize this quaternion with given normalized axis vector and rotation angle
  *
  * <p>Implementation Details:
  *
  * <ul>
  *   <li>{@link #setIdentity()} if axis is {@link FloatUtil#isZero(float, float) is zero} using
  *       {@link FloatUtil#EPSILON epsilon}
  * </ul>
  *
  * @param angle rotation angle (rads)
  * @param vector axis vector normalized
  * @return this quaternion for chaining.
  * @see <a
  *     href="http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56">Matrix-FAQ
  *     Q56</a>
  * @see #toAngleAxis(float[])
  */
 public final Quaternion setFromAngleNormalAxis(final float angle, final float[] vector) {
   if (VectorUtil.isVec3Zero(vector, 0, FloatUtil.EPSILON)) {
     setIdentity();
   } else {
     final float halfangle = angle * 0.5f;
     final float sin = FloatUtil.sin(halfangle);
     x = vector[0] * sin;
     y = vector[1] * sin;
     z = vector[2] * sin;
     w = FloatUtil.cos(halfangle);
   }
   return this;
 }
Exemple #2
0
 /**
  * Normalize a quaternion required if to be used as a rotational quaternion.
  *
  * <p>Implementation Details:
  *
  * <ul>
  *   <li>{@link #setIdentity()} if {@link #magnitude()} is {@link FloatUtil#isZero(float, float)
  *       is zero} using {@link FloatUtil#EPSILON epsilon}
  * </ul>
  *
  * @return this quaternion for chaining.
  */
 public final Quaternion normalize() {
   final float norm = magnitude();
   if (FloatUtil.isZero(norm, FloatUtil.EPSILON)) {
     setIdentity();
   } else {
     final float invNorm = 1f / norm;
     w *= invNorm;
     x *= invNorm;
     y *= invNorm;
     z *= invNorm;
   }
   return this;
 }