Matrix4d.lookAtPerspectiveLH

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> This method assumes <code>this</code> to be a perspective transformation, obtained via {@link #frustumLH(double, double, double, double, double, double) frustumLH()} or {@link #perspectiveLH(double, double, double, double) perspectiveLH()} or one of their overloads. <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 #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

struct Matrix4d
lookAtPerspectiveLH
(
double eyeX
,
double eyeY
,
double eyeZ
,
double centerX
,
double centerY
,
double centerZ
,
double upX
,
double upY
,
double upZ
,)

Meta