void multiply(const Matrix &);
void translate(double x, double y, double z) { translate(Vector3(x, y, z)); }
void translate(const Vector3 &);
+ void rotate(const Angle &a, double x, double y, double z) { rotate(a, Vector3(x, y, z)); }
void rotate(const Angle &, const Vector3 &);
void rotate(double a, double x, double y, double z) { rotate(Angle::from_radians(a), Vector3(x, y, z)); }
void rotate(double a, const Vector3 &x) { rotate(Angle::from_radians(a), x); }
static Matrix translation(double x, double y, double z) { return translation(Vector3(x, y, z)); }
static Matrix translation(const Vector3 &);
- static Matrix rotation(const Angle &a, const Vector3 &);
+ static Matrix rotation(const Angle &a, double x, double y, double z) { return rotation(a, Vector3(x, y, z)); }
+ static Matrix rotation(const Angle &, const Vector3 &);
static Matrix rotation(double a, double x, double y, double z) { return rotation(Angle::from_radians(a), Vector3(x, y, z)); }
static Matrix rotation(double a, const Vector3 &x) { return rotation(Angle::from_radians(a), x); }
static Matrix rotation_deg(double a, double x, double y, double z) { return rotation(Angle::from_degrees(a), Vector3(x, y, z)); }