Matrix4x3d.rotate
- Matrix4x3d rotate(double ang, double x, double y, double z, Matrix4x3d dest)
- Matrix4x3d rotate(double ang, double x, double y, double z)
- Matrix4x3d rotate(Quaterniond quat, Matrix4x3d dest)
- Matrix4x3d rotate(Quaterniond quat)
- Matrix4x3d rotate(AxisAngle4d axisAngle)
- Matrix4x3d rotate(AxisAngle4d axisAngle, Matrix4x3d dest)
- Matrix4x3d rotate(double angle, Vector3d axis)
- Matrix4x3d rotate(double angle, Vector3d axis, Matrix4x3d dest)
matrix_4x3d Matrix4x3d
constructorsfunctionsstatic variablesvariables
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components. <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> In order to set the matrix to a rotation matrix without post-multiplying the rotation transformation, use {@link #rotation(double, double, double, double) rotation()}.
@see #rotation(double, double, double, double)
@param ang the angle is 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