Matrix4d.translationRotate

Set <code>this</code> matrix to <code>T * R</code>, where <code>T</code> is a translation by the given <code>(tx, ty, tz)</code> and <code>R</code> is a rotation - and possibly scaling - transformation specified by the quaternion <code>(qx, qy, qz, qw)</code>. <p> When transforming a vector by the resulting matrix the rotation - and possibly scaling - transformation will be applied first and then 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(tx, ty, tz).rotate(quat)</code>

@see #translation(double, double, double) @see #rotate(ref Quaterniond)

@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. Matrix4d translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
    struct Matrix4d
    ref return
    translationRotate
    (
    double tx
    ,
    double ty
    ,
    double tz
    ,
    double qx
    ,
    double qy
    ,
    double qz
    ,
    double qw
    )
  2. Matrix4d translationRotate(double tx, double ty, double tz, Quaterniond quat)
  3. Matrix4d translationRotate(Vector3d translation, Quaterniond quat)

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