QUATERNION - AXIX/ANGLE
>>>
change quaternion: 4D vector (input also not normalized)
* if vector(0,0,0,w) - change first 0
vector (
xq ,
yq ,
zq ,
wq )
vector (
xq ,
yq ,
zq ,
wq )
axis (
xa ,
ya ,
za ) ... angle
* PI =
rad = deg
axis (
xa ,
ya ,
za ) ... angle
>>> change axis 3D vector (input also not normalized) and angle