float angle = (float) Math.acos(norm_oldmouse.skalarproduct(norm_newmouse));
vector = vector.normalize();
Point3D axis = norm_oldmouse.crossproduct(norm_newmouse);
axis = axis.normalize();
// axis = Point3D(0,1,0);
float matrix[] = new float[16];
Quaternion quat = new Quaternion();
quat.createFromAxisAngle((float) axis.x, (float) axis.y, (float) axis.z, len);