Matrix4x3d.lookAlong

Apply a rotation transformation to this matrix to make <code>-z</code> point along <code>dir</code> and store the result in <code>dest</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 @param dest will hold the result @return dest

  1. Matrix4x3d lookAlong(Vector3d dir, Vector3d up)
  2. Matrix4x3d lookAlong(Vector3d dir, Vector3d up, Matrix4x3d dest)
  3. Matrix4x3d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest)
    struct Matrix4x3d
    public
    lookAlong
    (
    double dirX
    ,
    double dirY
    ,
    double dirZ
    ,
    double upX
    ,
    double upY
    ,
    double upZ
    ,)
  4. Matrix4x3d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)

Meta