axis does not need to be normalized but must not be the zero vector . angle is in radians . concode_field_sep float q1 concode_elem_sep float q2 concode_elem_sep float q3 concode_elem_sep float EPSILON concode_elem_sep float q0 concode_field_sep void init concode_elem_sep Rotf inverse concode_elem_sep float lengthSquared concode_elem_sep void invert concode_elem_sep void mul concode_elem_sep float length concode_elem_sep void rotateVector concode_elem_sep Vec3f rotateVector concode_elem_sep Rotf times concode_elem_sep void toMatrix concode_elem_sep void fromMatrix concode_elem_sep float get concode_elem_sep void normalize concode_elem_sep String toString concode_elem_sep void setQ concode_elem_sep boolean withinEpsilon
void function ( Vec3f arg0 , float arg1 ) { float loc0 = arg1 / 2.0f ; q0 = ( float ) Math . cos ( loc0 ) ; float loc1 = ( float ) Math . sin ( loc0 ) ; Vec3f loc2 = new Vec3f ( arg0 ) ; loc2 . normalize ( ) ; q1 = loc2 . x ( ) * loc1 ; q2 = loc2 . y ( ) * loc1 ; q3 = loc2 . z ( ) * loc1 ; }