Set this matrix to a rotation transformation using the given {@link AxisAngle4d}.
<p>
When used with a right-handed coordinate system, the produced rotation will rotate a vector
counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin.
When used with a left-handed coordinate system, the rotation is clockwise.
<p>
The resulting matrix can be multiplied against another transformation
matrix to obtain an additional rotation.
<p>
In order to apply the rotation transformation to an existing transformation,
use {@link #rotate(ref AxisAngle4d) rotate()} instead.
<p>
Reference: <a href="http://en.wikipedia.org/wiki/Rotation_matrix#Axis_and_angle">http://en.wikipedia.org</a>
@see #rotate(ref AxisAngle4d)
@param angleAxis
the {@link AxisAngle4d} (needs to be {@link AxisAngle4d#normalize() normalized})
@return this
Set this matrix to a rotation transformation using the given {@link AxisAngle4d}. <p> When used with a right-handed coordinate system, the produced rotation will rotate a vector counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a left-handed coordinate system, the rotation is clockwise. <p> The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation. <p> In order to apply the rotation transformation to an existing transformation, use {@link #rotate(ref AxisAngle4d) rotate()} instead. <p> Reference: <a href="http://en.wikipedia.org/wiki/Rotation_matrix#Axis_and_angle">http://en.wikipedia.org</a>
@see #rotate(ref AxisAngle4d)
@param angleAxis the {@link AxisAngle4d} (needs to be {@link AxisAngle4d#normalize() normalized}) @return this