Apply a "lookat" transformation to this matrix for a right-handed coordinate system,
that aligns <code>-z</code> with <code>center - eye</code> and store the result in <code>dest</code>.
<p>
This method assumes <code>this</code> to be a perspective transformation, obtained via
{@link #frustum(double, double, double, double, double, double) frustum()} or {@link #perspective(double, double, double, double) perspective()} or
one of their overloads.
<p>
If <code>M</code> is <code>this</code> matrix and <code>L</code> the lookat matrix,
then the new matrix will be <code>M * L</code>. So when transforming a
vector <code>v</code> with the new matrix by using <code>M * L * v</code>,
the lookat transformation will be applied first!
<p>
In order to set the matrix to a lookat transformation without post-multiplying it,
use {@link #setLookAt(double, double, double, double, double, double, double, double, double) setLookAt()}.
@param eyeX
the x-coordinate of the eye/camera location
@param eyeY
the y-coordinate of the eye/camera location
@param eyeZ
the z-coordinate of the eye/camera location
@param centerX
the x-coordinate of the point to look at
@param centerY
the y-coordinate of the point to look at
@param centerZ
the z-coordinate of the point to look at
@param upX
the x-coordinate of the up vector
@param upY
the y-coordinate of the up vector
@param upZ
the z-coordinate of the up vector
@param dest
will hold the result
@return dest
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns <code>-z</code> with <code>center - eye</code> and store the result in <code>dest</code>. <p> This method assumes <code>this</code> to be a perspective transformation, obtained via {@link #frustum(double, double, double, double, double, double) frustum()} or {@link #perspective(double, double, double, double) perspective()} or one of their overloads. <p> If <code>M</code> is <code>this</code> matrix and <code>L</code> the lookat matrix, then the new matrix will be <code>M * L</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * L * v</code>, the lookat transformation will be applied first! <p> In order to set the matrix to a lookat transformation without post-multiplying it, use {@link #setLookAt(double, double, double, double, double, double, double, double, double) setLookAt()}.
@see #setLookAt(double, double, double, double, double, double, double, double, double)
@param eyeX the x-coordinate of the eye/camera location @param eyeY the y-coordinate of the eye/camera location @param eyeZ the z-coordinate of the eye/camera location @param centerX the x-coordinate of the point to look at @param centerY the y-coordinate of the point to look at @param centerZ the z-coordinate of the point to look at @param upX the x-coordinate of the up vector @param upY the y-coordinate of the up vector @param upZ the z-coordinate of the up vector @param dest will hold the result @return dest