public Matrix4x3d rotateAround(Quaterniondc quat, double ox, double oy, double oz) {
        return rotateAround(quat, ox, oy, oz, this);
    }
public Matrix4x3d rotateAround ( Quaterniondc quat , double ox , double oy , double oz ) { return rotateAround ( quat , ox , oy , oz , this ) ; }
Apply the rotation transformation of the given {@link Quaterniondc} to this matrix while using <code>(ox, oy, oz)</code> as the rotation origin.
<p>
When used with a right-handed coordinate system, the produced rotation will rotate a vector
counter-clockwise around the rotation axis, when viewing along the negative axis direction towards the origin.
When used with a left-handed coordinate system, the rotation is clockwise.
<p>
If <code>M</code> is <code>this</code> matrix and <code>Q</code> the rotation matrix obtained from the given quaternion,
then the new matrix will be <code>M * Q</code>. So when transforming a
vector <code>v</code> with the new matrix by using <code>M * Q * v</code>,
the quaternion rotation will be applied first!
<p>
This method is equivalent to calling: <code>translate(ox, oy, oz).rotate(quat).translate(-ox, -oy, -oz)</code>
<p>
Reference: <a href="http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion">http://en.wikipedia.org</a>

@param quat
the {@link Quaterniondc}
@param ox
the x coordinate of the rotation origin
@param oy
the y coordinate of the rotation origin
@param oz
the z coordinate of the rotation origin
@return a matrix holding the result