Matrix4x3d.rotateAround

Apply the rotation transformation of the given {@link Quaterniond} to this matrix while using <code>(ox, oy, oz)</code> as the rotation origin. <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> If <code>M</code> is <code>this</code> matrix and <code>Q</code> the rotation matrix obtained from the given quaternion, then the new matrix will be <code>M * Q</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * Q * v</code>, the quaternion rotation will be applied first! <p> This method is equivalent to calling: <code>translate(ox, oy, oz).rotate(quat).translate(-ox, -oy, -oz)</code> <p> Reference: <a href="http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion">http://en.wikipedia.org</a>

@param quat the {@link Quaterniond} @param ox the x coordinate of the rotation origin @param oy the y coordinate of the rotation origin @param oz the z coordinate of the rotation origin @return this

  1. Matrix4x3d rotateAround(Quaterniond quat, double ox, double oy, double oz)
    struct Matrix4x3d
    ref return
    rotateAround
    (,
    double ox
    ,
    double oy
    ,
    double oz
    )
  2. Matrix4x3d rotateAround(Quaterniond quat, double ox, double oy, double oz, Matrix4x3d dest)

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