/** * Returns the associated inverse rotation processing PMatrix3D. This is simply {@link #matrix()} * of the {@link #inverse()}. * * <p><b>Attention:</b> The result is only valid until the next call to {@link #inverseMatrix()}. * Use it immediately (as in {@code applyMatrix(q.inverseMatrix())}). */ public final PMatrix3D inverseMatrix() { Quaternion tempQuat = new Quaternion(x, y, z, w); tempQuat.invert(); return tempQuat.matrix(); }