Matrix4x3d.reflect
- Matrix4x3d reflect(double a, double b, double c, double d, Matrix4x3d dest)
- Matrix4x3d reflect(double a, double b, double c, double d)
- Matrix4x3d reflect(double nx, double ny, double nz, double px, double py, double pz)
- Matrix4x3d reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4x3d dest)
- Matrix4x3d reflect(Vector3d normal, Vector3d point)
- Matrix4x3d reflect(Quaterniond orientation, Vector3d point)
- Matrix4x3d reflect(Quaterniond orientation, Vector3d point, Matrix4x3d dest)
- Matrix4x3d reflect(Vector3d normal, Vector3d point, Matrix4x3d dest)
matrix_4x3d Matrix4x3d
constructorsfunctionsstatic variablesvariables
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane. <p> If <code>M</code> is <code>this</code> matrix and <code>R</code> the reflection matrix, then the new matrix will be <code>M * R</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * R * v</code>, the reflection will be applied first!
@param nx the x-coordinate of the plane normal @param ny the y-coordinate of the plane normal @param nz the z-coordinate of the plane normal @param px the x-coordinate of a point on the plane @param py the y-coordinate of a point on the plane @param pz the z-coordinate of a point on the plane @return this