public Matrix4d setLookAt(Vector3dc eye, Vector3dc center, Vector3dc up) {
        return setLookAt(eye.x(), eye.y(), eye.z(), center.x(), center.y(), center.z(), up.x(), up.y(), up.z());
    }
public Matrix4d setLookAt ( Vector3dc eye , Vector3dc center , Vector3dc up ) { return setLookAt ( eye . x ( ) , eye . y ( ) , eye . z ( ) , center . x ( ) , center . y ( ) , center . z ( ) , up . x ( ) , up . y ( ) , up . z ( ) ) ; }
Set this matrix to be a "lookat" transformation for a right-handed coordinate system, that aligns
<code>-z</code> with <code>center - eye</code>.
<p>
In order to not make use of vectors to specify <code>eye</code>, <code>center</code> and <code>up</code> but use primitives,
like in the GLU function, use {@link #setLookAt(double, double, double, double, double, double, double, double, double) setLookAt()}
instead.
<p>
In order to apply the lookat transformation to a previous existing transformation,
use {@link #lookAt(Vector3dc, Vector3dc, Vector3dc) lookAt()}.

@see #setLookAt(double, double, double, double, double, double, double, double, double)
@see #lookAt(Vector3dc, Vector3dc, Vector3dc)

@param eye
the position of the camera
@param center
the point in space to look at
@param up
the direction of 'up'
@return this