Matrix4d.translationRotateScale

Set <code>this</code> matrix to <code>T * R * S</code>, where <code>T</code> is the given <code>translation</code>, <code>R</code> is a rotation transformation specified by the given quaternion, and <code>S</code> is a scaling transformation which scales the axes by <code>scale</code>. <p> When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last 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(translation).rotate(quat).scale(scale)</code>

@see #translation(ref Vector3d) @see #rotate(ref Quaterniond) @see #scale(ref Vector3d)

@param translation the translation @param quat the quaternion representing a rotation @param scale the scaling factors @return this

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