anchor.diff:  === Operations
   
   
  -===== Multiplication by Scalar
  +==== Multiplication by Scalar
   
   A Vector can be multiplied by a scalar value to produce a second Vector with the same proportions as the first. a**V** = **V**a = &lt;aV~1~, aV~2~,…,aV~n~&gt;
   
   
  -===== Addition and Subtraction
  +==== Addition and Subtraction
   
   Adding or subtracting two Vectors occurs component-wise. That is the first component is added (subtracted) with the first component of the second Vector and so on.
   
   *P* + *Q* = &lt;P~1~+Q~1~, P~2~+Q~2~, …, P~n~+Q~n~&gt;
   
   
  -===== Magnitude
  +==== Magnitude
   
   The _magnitude_ defines the length of a Vector. A Vector of magnitude 1 is _unit length_.
   
  
positive.code: Commonly you might find yourself with a <<jme3/matrix#,Matrix>> defining a rotation. In fact, it's very common to contain a rotation in a <<jme3/matrix#,Matrix>> create a Quaternion, rotate the Quaternion, and then get the <<jme3/matrix#,Matrix>> back. Quaternion contains a `fromRotationMatrix` method that will create the appropriate Quaternion based on the give <<jme3/matrix#,Matrix>>. The `toRotationMatrix` will populate a given <<jme3/matrix#,Matrix>>.
  
  
  ===== Example - Rotate a Spatial Using a Rotation Matrix
  
  [source,java]
  ----
  
negative.code: If you have three axes that define your rotation, where the axes define the left axis, up axis and directional axis respectively) you can make use of `fromAxes` to generate the Quaternion. It should be noted that this will generate a new <<jme3/matrix#,Matrix>> object that is then garbage collected, thus, this method should not be used if it will be called many times. Again, `toAxes` will populate a Vector3f array.
  
  
  ==== Example - Rotate a Spatial Using fromAxes
  
  [source,java]
  ----
  