TransformationMatrix& TransformationMatrix::translateRight3d(double tx, double ty, double tz) { translateRight(tx, ty); if (tz != 0) { m_matrix[0][2] += m_matrix[0][3] * tz; m_matrix[1][2] += m_matrix[1][3] * tz; m_matrix[2][2] += m_matrix[2][3] * tz; m_matrix[3][2] += m_matrix[3][3] * tz; } return *this; }
void Camera<Scalar>::translateLeft(Scalar dist) { translateRight(-dist); }