Sets the elements of the 4x4 matrix m so it becomes a 3D rotation matrix.
m
The resulting matrix will rotate points in the xy-plane around the z-axis when multiplied by a column vector (see mulV).
mulV
The direction of rotation will be counterclockwise for positive values of r when the axis points towards the observer.
r
(A "right-handed" coordinate system is assumed, so the z-axis points towards the observer when the x-axis points right and the y-axis points up)
a 4x4 matrix object
the rotation as an angle in radians
m set to be a 3D rotation matrix
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Sets the elements of the 4x4 matrix
m
so it becomes a 3D rotation matrix.The resulting matrix will rotate points in the xy-plane around the z-axis when multiplied by a column vector (see
mulV
).The direction of rotation will be counterclockwise for positive values of
r
when the axis points towards the observer.(A "right-handed" coordinate system is assumed, so the z-axis points towards the observer when the x-axis points right and the y-axis points up)