Matrix4d.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(ref Vector3d, Vector3d, Vector3d) 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(ref Vector3d, Vector3d) setLookAlong()}.

@see #lookAlong(double, double, double, double, double, double) @see #lookAt(ref Vector3d, Vector3d, Vector3d) @see #setLookAlong(ref Vector3d, Vector3d)

@param dir the direction in space to look along @param up the direction of 'up' @param dest will hold the result @return dest

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