Matrix4x3d.lookAt
- Matrix4x3d lookAt(Vector3d eye, Vector3d center, Vector3d up, Matrix4x3d dest)
- Matrix4x3d lookAt(Vector3d eye, Vector3d center, Vector3d up)
- Matrix4x3d lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest)
- Matrix4x3d lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
doml matrix_4x3d Matrix4x3d
constructorsfunctionsstatic variablesvariables
Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns <code>-z</code> with <code>center - eye</code>. <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 #lookAt(Vector3d, Vector3d, Vector3d) @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 @return this