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 given quaternion. <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 quat the quaternion representing a rotation @return this

  1. Matrix4d 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)
    struct Matrix4d
    ref return
    translationRotate
    (
    double tx
    ,
    double ty
    ,
    double tz
    ,)
  3. Matrix4d translationRotate(Vector3d translation, Quaterniond quat)

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