Matrix4x3d.rotationTowards

Set this matrix to a model transformation for a right-handed coordinate system, that aligns the local <code>-z</code> axis with <code>(dirX, dirY, dirZ)</code>. <p> In order to apply the rotation transformation to a previous existing transformation, use {@link #rotateTowards(double, double, double, double, double, double) rotateTowards}. <p> This method is equivalent to calling: <code>setLookAt(0, 0, 0, -dirX, -dirY, -dirZ, upX, upY, upZ).invert()</code>

@see #rotateTowards(Vector3d, Vector3d) @see #rotationTowards(double, double, double, double, double, double)

@param dirX the x-coordinate of the direction to rotate towards @param dirY the y-coordinate of the direction to rotate towards @param dirZ the z-coordinate of the direction to rotate towards @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. Matrix4x3d rotationTowards(Vector3d dir, Vector3d up)
  2. Matrix4x3d rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
    struct Matrix4x3d
    ref return
    rotationTowards
    (
    double dirX
    ,
    double dirY
    ,
    double dirZ
    ,
    double upX
    ,
    double upY
    ,
    double upZ
    )

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