Matrix3d.rotate
- Matrix3d rotate(double ang, double x, double y, double z)
- Matrix3d rotate(double ang, double x, double y, double z, Matrix3d dest)
- Matrix3d rotate(Quaterniond quat)
- Matrix3d rotate(Quaterniond quat, Matrix3d dest)
- Matrix3d rotate(AxisAngle4d axisAngle)
- Matrix3d rotate(AxisAngle4d axisAngle, Matrix3d dest)
- Matrix3d rotate(double angle, Vector3d axis)
- Matrix3d rotate(double angle, Vector3d axis, Matrix3d dest)
doml matrix_3d Matrix3d
constructorsfunctionsvariables
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components. <p> The axis described by the three components needs to be a unit vector. <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> If <code>M</code> is <code>this</code> matrix and <code>R</code> the rotation matrix, then the new matrix will be <code>M * R</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * R * v</code> , the rotation will be applied first! <p> Reference: <a href="http://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle">http://en.wikipedia.org</a>
@param ang the angle in radians @param x the x component of the axis @param y the y component of the axis @param z the z component of the axis @return this