Matrix4d.withLookAtUp

Apply a transformation to this matrix to ensure that the local Y axis (as obtained by {@link #positiveY(ref Vector3d)}) will be coplanar to the plane spanned by the local Z axis (as obtained by {@link #positiveZ(ref Vector3d)}) and the given vector <code>(upX, upY, upZ)</code>. <p> This effectively ensures that the resulting matrix will be equal to the one obtained from {@link #setLookAt(double, double, double, double, double, double, double, double, double)} called with the current local origin of this matrix (as obtained by {@link #originAffine(ref Vector3d)}), the sum of this position and the negated local Z axis as well as the given vector <code>(upX, upY, upZ)</code>. <p> This method must only be called on {@link #isAffine()} matrices.

@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

  1. Matrix4d withLookAtUp(Vector3d up)
  2. Matrix4d withLookAtUp(Vector3d up, Matrix4d dest)
  3. Matrix4d withLookAtUp(double upX, double upY, double upZ)
    struct Matrix4d
    ref return
    withLookAtUp
    (
    double upX
    ,
    double upY
    ,
    double upZ
    )
  4. Matrix4d withLookAtUp(double upX, double upY, double upZ, Matrix4d dest)

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