Matrix4d.setLookAtLH
- Matrix4d setLookAtLH(Vector3d eye, Vector3d center, Vector3d up)
struct Matrix4d
ref public return
setLookAtLH
- Matrix4d setLookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
doml matrix_4d Matrix4d
constructorsfunctionsstatic variablesvariables
Set this matrix to be a "lookat" transformation for a left-handed coordinate system, that aligns <code>+z</code> with <code>center - eye</code>. <p> In order to not make use of vectors to specify <code>eye</code>, <code>center</code> and <code>up</code> but use primitives, like in the GLU function, use {@link #setLookAtLH(double, double, double, double, double, double, double, double, double) setLookAtLH()} instead. <p> In order to apply the lookat transformation to a previous existing transformation, use {@link #lookAtLH(ref Vector3d, Vector3d, Vector3d) lookAt()}.
@see #setLookAtLH(double, double, double, double, double, double, double, double, double) @see #lookAtLH(ref Vector3d, Vector3d, Vector3d)
@param eye the position of the camera @param center the point in space to look at @param up the direction of 'up' @return this