public Quaternion fromAnglesXZ ( float x , float z ) { float hx = x * 0.5f , hz = z * 0.5f ; float sx = FloatMath . sin ( hx ) , cx = FloatMath . cos ( hx ) ; float sz = FloatMath . sin ( hz ) , cz = FloatMath . cos ( hz ) ; return set ( cz * sx , sz * sx , sz * cx , cz * cx ) ; }
Sets this quaternion to one that first rotates about x by the specified number of radians then rotates about z by the specified number of radians .