Matrix3d.reflection

Set this matrix to a mirror/reflection transformation that reflects through a plane specified via the plane orientation. <p> This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is <code>(0, 0, 1)</code>. So, if the given {@link Quaterniond} is the identity (does not apply any additional rotation), the reflection plane will be <code>z=0</code>, offset by the given <code>point</code>.

@param orientation the plane orientation @return this

  1. Matrix3d reflection(double nx, double ny, double nz)
  2. Matrix3d reflection(Vector3d normal)
  3. Matrix3d reflection(Quaterniond orientation)
    struct Matrix3d
    ref return
    reflection

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