public static Quaternionf fromAngleRadAxis(float angle, float x, float y, float z) {
        final float halfAngle = angle / 2;
        final float q = TrigMath.sin(halfAngle) / (float) Math.sqrt(x * x + y * y + z * z);
        return new Quaternionf(x * q, y * q, z * q, TrigMath.cos(halfAngle));
    }
public static Quaternionf fromAngleRadAxis(float angle, float x, float y, float z) {
        final float halfAngle = angle / 2;
        final float q = TrigMath.sin(halfAngle) / (float) Math.sqrt(x * x + y * y + z * z);
        return new Quaternionf(x * q, y * q, z * q, TrigMath.cos(halfAngle));
    }
public static Quaternionf fromAngleRadAxis ( float angle , float x , float y , float z ) { final float halfAngle = angle / 2 ; final float q = TrigMath . sin ( halfAngle ) / ( float ) Math . sqrt ( x * x + y * y + z * z ) ; return new Quaternionf ( x * q , y * q , z * q , TrigMath . cos ( halfAngle ) ) ; }
Creates a new quaternion from the rotation float angle in radians around the axis vector float components.

@param angle The rotation angle in radians
@param x The x component of the axis vector
@param y The y component of the axis vector
@param z The z component of the axis vector
@return The quaternion defined by the rotation around the axis
Creates a new quaternion from the rotation float angle in radians around the axis vector float components .