Matrix4d.lookAtLH

Apply a "lookat" transformation to this matrix for a left-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 #setLookAtLH(double, double, double, double, double, double, double, double, double) setLookAtLH()}.

@see #lookAtLH(ref Vector3d, Vector3d, Vector3d) @see #setLookAtLH(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 @param dest will hold the result @return dest

  1. Matrix4d lookAtLH(Vector3d eye, Vector3d center, Vector3d up, Matrix4d dest)
  2. Matrix4d lookAtLH(Vector3d eye, Vector3d center, Vector3d up)
  3. Matrix4d lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4d dest)
    struct Matrix4d
    lookAtLH
    (
    double eyeX
    ,
    double eyeY
    ,
    double eyeZ
    ,
    double centerX
    ,
    double centerY
    ,
    double centerZ
    ,
    double upX
    ,
    double upY
    ,
    double upZ
    ,)
  4. Matrix4d lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)

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