matrix.rotate(angle);
matrix.rotate(angle);
/** * @nowebref */ public void rotate(float angle, float v0, float v1, float v2) { checkMatrix(3); float norm2 = v0 * v0 + v1 * v1 + v2 * v2; if (Math.abs(norm2 - 1) > EPSILON) { // The rotation vector is not normalized. float norm = PApplet.sqrt(norm2); v0 /= norm; v1 /= norm; v2 /= norm; } matrix.rotate(angle, v0, v1, v2); }
/** * @nowebref */ public void rotate(float angle, float v0, float v1, float v2) { checkMatrix(3); float norm2 = v0 * v0 + v1 * v1 + v2 * v2; if (Math.abs(norm2 - 1) > EPSILON) { // The rotation vector is not normalized. float norm = PApplet.sqrt(norm2); v0 /= norm; v1 /= norm; v2 /= norm; } matrix.rotate(angle, v0, v1, v2); }