Matrix4x3d.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 transformation specified by the given quaternion. <p> When transforming a vector by the resulting matrix the rotation 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(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. Matrix4x3d translationRotate(double tx, double ty, double tz, Quaterniond quat)
    struct Matrix4x3d
    ref return
    translationRotate
    (
    double tx
    ,
    double ty
    ,
    double tz
    ,)
  2. Matrix4x3d translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
  3. Matrix4x3d translationRotate(Vector3d translation, Quaterniond quat)

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