docs: public void	getWorldRotation(int boneindex, Quaternionf q)
      {
          Bone bone = mBones[boneindex];
  
          if ((bone.Changed & LOCAL_ROT) == LOCAL_ROT)
          {
              calcWorld(bone, mSkeleton.getParentBoneIndex(boneindex));
          }
          bone.WorldMatrix.getUnnormalizedRotation(q);
          q.normalize();
      }