/** * Returns the 3x3 rotation matrix associated with the Quaternion. * * <p><b>Attention:</b> The method returns the European mathematical representation of the * rotation matrix. * * @see #inverseRotationMatrix() */ public final float[][] rotationMatrix() { return MathUtils.get3x3UpperLeftMatrixFromPMatrix3D(matrix()); }
/** * Returns the 3x3 inverse rotation matrix associated with the Quaternion. * * <p><b>Attention:</b> This is the classical mathematical rotation matrix. */ public final float[][] inverseRotationMatrix() { return MathUtils.get3x3UpperLeftMatrixFromPMatrix3D(inverseMatrix()); }
/** * Set the Quaternion from a (supposedly correct) 3x3 rotation matrix given in the upper left 3x3 * sub-matrix of the PMatrix3D. * * @see #fromRotationMatrix(float[][]) */ public final void fromMatrix(PMatrix3D pM) { fromRotationMatrix(MathUtils.get3x3UpperLeftMatrixFromPMatrix3D(pM)); }