docs: public void getLocalRotation(int boneindex, Quaternionf q)
      {
          Bone bone = mBones[boneindex];
  
          if ((bone.Changed & (WORLD_POS | WORLD_ROT)) != 0)
          {
              calcLocal(bone, mSkeleton.getParentBoneIndex(boneindex));
          }
          bone.LocalMatrix.getUnnormalizedRotation(q);
          q.normalize();
      }