pub fn looking_at(eye: Vector3, target: Vector3, up: Vector3) -> Transform {
        let up = up.normalized();
        let v_z = (eye - target).normalized();
        let v_x = up.cross(v_z);
        let v_y = v_z.cross(v_x);

        Transform {
            basis: Basis::from_elements([v_x, v_y, v_z]).transposed(),
            origin: eye,
        }
    }
/// Returns a copy of the transform rotated such that its -Z axis points
/// towards the target position.
///
/// The transform will first be rotated around the given up vector, and then
/// fully aligned to the target by a further rotation around an axis
/// perpendicular to both the target and up vectors.
Returns a copy of the transform rotated such that its -Z axis points
towards the target position.

The transform will first be rotated around the given up vector, and then
fully aligned to the target by a further rotation around an axis
perpendicular to both the target and up vectors.
Returns a copy of the transform rotated such that its - Z axis points towards the target position . The transform will first be rotated around the given up vector and then fully aligned to the target by a further rotation around an axis perpendicular to both the target and up vectors .
pub fn looking_at(eye: Vector3, target: Vector3, up: Vector3) -> Transform {
        let up = up.normalized();
        let v_z = (eye - target).normalized();
        let v_x = up.cross(v_z);
        let v_y = v_z.cross(v_x);
        Transform {
            basis: Basis::from_elements([v_x, v_y, v_z]).transposed(),
            origin: eye,
        }
    }
pub fn looking_at ( eye : Vector3 , target : Vector3 , up : Vector3 ) -> Transform { let up = up . normalized ( ) ; let v_z = ( eye - target ) . normalized ( ) ; let v_x = up . cross ( v_z ) ; let v_y = v_z . cross ( v_x ) ; Transform { basis : Basis :: from_elements ( [ v_x , v_y , v_z ] ) . transposed ( ) , origin : eye , } }
Returns a copy of the transform rotated such that its -Z axis points
towards the target position.
Returns a copy of the transform rotated such that its - Z axis points towards the target position .
eye
Vector3
target
Vector3
up
Vector3
eye
Vector3
target
Vector3
up
Vector3