public Matrix3d rotationTowards(Vector3dc dir, Vector3dc up) {
        return rotationTowards(dir.x(), dir.y(), dir.z(), up.x(), up.y(), up.z());
    }
public Matrix3d rotationTowards ( Vector3dc dir , Vector3dc up ) { return rotationTowards ( dir . x ( ) , dir . y ( ) , dir . z ( ) , up . x ( ) , up . y ( ) , up . z ( ) ) ; }
Set this matrix to a model transformation for a right-handed coordinate system,
that aligns the local <code>-z</code> axis with <code>center - eye</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>setLookAlong(new Vector3d(dir).negate(), up).invert()</code>

@see #rotationTowards(Vector3dc, Vector3dc)
@see #rotateTowards(double, double, double, double, double, double)

@param dir
the direction to orient the local -z axis towards
@param up
the up vector
@return this