public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }
public void setOrientation(Vector3f vec) { this.orientation = MD5Utils.calculateQuaternion(vec); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }
public static Quaternionf calculateQuaternion(Vector3f vec) { return calculateQuaternion(vec.x, vec.y, vec. z); }