Matrix4x3d.translationRotateInvert

Set <code>this</code> matrix to <code>(T * R)<sup>-1</sup></code>, where <code>T</code> is a translation by the given <code>(tx, ty, tz)</code> and <code>R</code> is a rotation transformation specified by the quaternion <code>(qx, qy, qz, qw)</code>. <p> This method is equivalent to calling: <code>translationRotate(...).invert()</code>

@see #translationRotate(double, double, double, double, double, double, double) @see #invert()

@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 translationRotateInvert(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
    struct Matrix4x3d
    ref return
    translationRotateInvert
    (
    double tx
    ,
    double ty
    ,
    double tz
    ,
    double qx
    ,
    double qy
    ,
    double qz
    ,
    double qw
    )
  2. Matrix4x3d translationRotateInvert(Vector3d translation, Quaterniond quat)

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