Matrix4x3d.rotateLocalZ

Pre-multiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result in <code>dest</code>. <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>R * M</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>R * M * v</code>, the rotation will be applied last! <p> In order to set the matrix to a rotation matrix without pre-multiplying the rotation transformation, use {@link #rotationZ(double) rotationZ()}. <p> Reference: <a href="http://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle">http://en.wikipedia.org</a>

@see #rotationZ(double)

@param ang the angle in radians to rotate about the Z axis @param dest will hold the result @return dest

  1. Matrix4x3d rotateLocalZ(double ang, Matrix4x3d dest)
    struct Matrix4x3d
    rotateLocalZ
    (
    double ang
    ,)
  2. Matrix4x3d rotateLocalZ(double ang)

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