Matrix4x3d.translationRotate

Set <code>this</code> matrix to <code>T * R</code>, where <code>T</code> is a translation by the given <code>(tx, ty, tz)</code> and <code>R</code> is a rotation - and possibly scaling - transformation specified by the quaternion <code>(qx, qy, qz, qw)</code>. <p> When transforming a vector by the resulting matrix the rotation - and possibly scaling - transformation will be applied first and then the translation. <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> This method is equivalent to calling: <code>translation(tx, ty, tz).rotate(quat)</code>

@see #translation(double, double, double) @see #rotate(Quaterniond)

@param tx the number of units by which to translate the x-component @param ty the number of units by which to translate the y-component @param tz the number of units by which to translate the z-component @param qx the x-coordinate of the vector part of the quaternion @param qy the y-coordinate of the vector part of the quaternion @param qz the z-coordinate of the vector part of the quaternion @param qw the scalar part of the quaternion @return this

  1. Matrix4x3d translationRotate(double tx, double ty, double tz, Quaterniond quat)
  2. Matrix4x3d translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
    struct Matrix4x3d
    ref public return
    translationRotate
    (
    double tx
    ,
    double ty
    ,
    double tz
    ,
    double qx
    ,
    double qy
    ,
    double qz
    ,
    double qw
    )
  3. Matrix4x3d translationRotate(Vector3d translation, Quaterniond quat)

Meta