Matrix4x3d.translationRotate
- Matrix4x3d translationRotate(double tx, double ty, double tz, Quaterniond quat)
- Matrix4x3d translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
- Matrix4x3d translationRotate(Vector3d translation, Quaterniond quat)
struct Matrix4x3d
ref public return
translationRotate
doml matrix_4x3d Matrix4x3d
constructorsfunctionsstatic variablesvariables
Set <code>this</code> matrix to <code>T * R</code>, where <code>T</code> is the given <code>translation</code> and <code>R</code> is a rotation transformation specified by the given quaternion. <p> When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last 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(translation).rotate(quat)</code>
@see #translation(Vector3d) @see #rotate(Quaterniond)
@param translation the translation @param quat the quaternion representing a rotation @return this