Matrix4d.translationRotateScaleInvert

Set <code>this</code> matrix to <code>(T * R * S)<sup>-1</sup></code>, where <code>T</code> is a translation by the given <code>(tx, ty, tz)</code>, <code>R</code> is a rotation transformation specified by the quaternion <code>(qx, qy, qz, qw)</code>, and <code>S</code> is a scaling transformation which scales the three axes x, y and z by <code>(sx, sy, sz)</code>. <p> This method is equivalent to calling: <code>translationRotateScale(...).invert()</code>

@see #translationRotateScale(double, double, double, double, double, double, double, double, double, double) @see #invert()

@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 @param sx the scaling factor for the x-axis @param sy the scaling factor for the y-axis @param sz the scaling factor for the z-axis @return this

  1. Matrix4d translationRotateScaleInvert(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)
    struct Matrix4d
    ref return
    translationRotateScaleInvert
    (
    double tx
    ,
    double ty
    ,
    double tz
    ,
    double qx
    ,
    double qy
    ,
    double qz
    ,
    double qw
    ,
    double sx
    ,
    double sy
    ,
    double sz
    )
  2. Matrix4d translationRotateScaleInvert(Vector3d translation, Quaterniond quat, Vector3d scale)
  3. Matrix4d translationRotateScaleInvert(Vector3d translation, Quaterniond quat, double scale)

Meta