Matrix4d.lookAlong

Apply a rotation transformation to this matrix to make <code>-z</code> point along <code>dir</code>. <p> If <code>M</code> is <code>this</code> matrix and <code>L</code> the lookalong rotation 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 lookalong rotation transformation will be applied first! <p> This is equivalent to calling {@link #lookAt(double, double, double, double, double, double, double, double, double) lookAt()} with <code>eye = (0, 0, 0)</code> and <code>center = dir</code>. <p> In order to set the matrix to a lookalong transformation without post-multiplying it, use {@link #setLookAlong(double, double, double, double, double, double) setLookAlong()}

@see #lookAt(double, double, double, double, double, double, double, double, double) @see #setLookAlong(double, double, double, double, double, double)

@param dirX the x-coordinate of the direction to look along @param dirY the y-coordinate of the direction to look along @param dirZ the z-coordinate of the direction to look along @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 @return this

  1. Matrix4d lookAlong(Vector3d dir, Vector3d up)
  2. Matrix4d lookAlong(Vector3d dir, Vector3d up, Matrix4d dest)
  3. Matrix4d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4d dest)
  4. Matrix4d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
    struct Matrix4d
    ref public return
    lookAlong
    (
    double dirX
    ,
    double dirY
    ,
    double dirZ
    ,
    double upX
    ,
    double upY
    ,
    double upZ
    )

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