Matrix4x4 m = q.toMatrix4x4();
Quaternion q2 = Quaternion.createFromMatrix(m);
Vec3D p = Vec3D.randomVector();
Vec3D p2 = p.copy();
q.applyTo(p);
q2.applyTo(p2);
// floats are not very kind to round tripping
// hence quite large epsilon
assertTrue(p.equalsWithTolerance(p2, 0.0001f));
}
}