public Quaternion fromAnglesXY ( float x , float y ) { float hx = x * 0.5f , hy = y * 0.5f ; float sx = FloatMath . sin ( hx ) , cx = FloatMath . cos ( hx ) ; float sy = FloatMath . sin ( hy ) , cy = FloatMath . cos ( hy ) ; return set ( cy * sx , sy * cx , - sy * sx , cy * cx ) ; }
Sets this quaternion to one that first rotates about x by the specified number of radians then rotates about y by the specified number of radians .