Matrix4d.lookAt

Apply a "lookat" transformation to this matrix for a right-handed coordinate system, that aligns <code>-z</code> with <code>center - eye</code> and store the result in <code>dest</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(ref Vector3d, Vector3d, Vector3d)}.

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

@param eye the position of the camera @param center the point in space to look at @param up the direction of 'up' @param dest will hold the result @return dest

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