public Matrix4f lookAlong(float dirX, float dirY, float dirZ,
                              float upX, float upY, float upZ) {
        return lookAlong(dirX, dirY, dirZ, upX, upY, upZ, thisOrNew());
    }
public Matrix4f lookAlong ( float dirX , float dirY , float dirZ , float upX , float upY , float upZ ) { return lookAlong ( dirX , dirY , dirZ , upX , upY , upZ , thisOrNew ( ) ) ; }
Apply a rotation transformation to this matrix to make <code>-z</code> point along <code>dir</code>.
<p>
If <code>M</code> is <code>this</code> matrix and <code>L</code> the lookalong rotation 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
lookalong rotation transformation will be applied first!
<p>
This is equivalent to calling
{@link #lookAt(float, float, float, float, float, float, float, float, float) lookAt()}
with <code>eye = (0, 0, 0)</code> and <code>center = dir</code>.
<p>
In order to set the matrix to a lookalong transformation without post-multiplying it,
use {@link #setLookAlong(float, float, float, float, float, float) setLookAlong()}

@see #lookAt(float, float, float, float, float, float, float, float, float)
@see #setLookAlong(float, float, float, float, float, float)

@param dirX
the x-coordinate of the direction to look along
@param dirY
the y-coordinate of the direction to look along
@param dirZ
the z-coordinate of the direction to look along
@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 a matrix holding the result