public Vector3f getAxesAnglesRad() {
    """
	Returns the angles in radians around the x, y and z axes that correspond to the rotation represented by this quaternion.
	
	@return The angle in radians for each axis, stored in a vector, in the corresponding component
    """
        final double roll;
        final double pitch;
        double yaw;
        final double test = w * x - y * z;
        if (Math.abs(test) < 0.4999) {
            roll = TrigMath.atan2(2 * (w * z + x * y), 1 - 2 * (x * x + z * z));
            pitch = TrigMath.asin(2 * test);
            yaw = TrigMath.atan2(2 * (w * y + z * x), 1 - 2 * (x * x + y * y));
        } else {
            final int sign = (test < 0) ? -1 : 1;
            roll = 0;
            pitch = sign * Math.PI / 2;
            yaw = -sign * 2 * TrigMath.atan2(z, w);
        }
        return new Vector3f(pitch, yaw, roll);
    }
public Vector3f getAxesAnglesRad() {
        final double roll;
        final double pitch;
        double yaw;
        final double test = w * x - y * z;
        if (Math.abs(test) < 0.4999) {
            roll = TrigMath.atan2(2 * (w * z + x * y), 1 - 2 * (x * x + z * z));
            pitch = TrigMath.asin(2 * test);
            yaw = TrigMath.atan2(2 * (w * y + z * x), 1 - 2 * (x * x + y * y));
        } else {
            final int sign = (test < 0) ? -1 : 1;
            roll = 0;
            pitch = sign * Math.PI / 2;
            yaw = -sign * 2 * TrigMath.atan2(z, w);
        }
        return new Vector3f(pitch, yaw, roll);
    }
public Vector3f getAxesAnglesRad ( ) { final double roll ; final double pitch ; double yaw ; final double test = w * x - y * z ; if ( Math . abs ( test ) < 0.4999 ) { roll = TrigMath . atan2 ( 2 * ( w * z + x * y ) , 1 - 2 * ( x * x + z * z ) ) ; pitch = TrigMath . asin ( 2 * test ) ; yaw = TrigMath . atan2 ( 2 * ( w * y + z * x ) , 1 - 2 * ( x * x + y * y ) ) ; } else { final int sign = ( test < 0 ) ? - 1 : 1 ; roll = 0 ; pitch = sign * Math . PI / 2 ; yaw = - sign * 2 * TrigMath . atan2 ( z , w ) ; } return new Vector3f ( pitch , yaw , roll ) ; }
Returns the angles in radians around the x, y and z axes that correspond to the rotation represented by this quaternion.

@return The angle in radians for each axis, stored in a vector, in the corresponding component
Returns the angles in radians around the x y and z axes that correspond to the rotation represented by this quaternion .