Okay, so I'm trying to get the angle of two quaternions, and it almost works perfectly, but then it jumps from
evec angle: 237.44999653311922
evec angle: 119.60001380112993
and I can't figure out why for the life of me. (Note: evec was a old variable name that just stayed in the print)
Anyway, here's my code:
FloatBuffer fb = BufferUtils.createFloatBuffer(16);
// get the current modelview matrix
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, fb);
Matrix4f mvm = new Matrix4f();
mvm.load(fb);
Quaternion qmv2 = new Quaternion();
Matrix4f imvm = new Matrix4f();
Matrix4f.invert(mvm, imvm);
qmv2.setFromMatrix(imvm);
qmv2.normalise();
Matrix3f nil = new Matrix3f();
nil.setIdentity();
Quaternion qnil = new Quaternion();
qnil.setFromMatrix(nil);
qnil.normalise();
float radAngle = (float)(2.0 * Math.acos(Quaternion.dot(qmv2, qnil)));
System.out.println("evec angle: " + Math.toDegrees(radAngle));
How do I make it stop jumping from 237 to 119 and keep going up to the full 360?