code: public Matrix4x3d rotateAround(Quaterniondc quat, double ox, double oy, double oz) {
          return rotateAround(quat, ox, oy, oz, this);
      }
docs: 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