code: public Matrix4f lookAtLH(float eyeX, float eyeY, float eyeZ,
                               float centerX, float centerY, float centerZ,
                               float upX, float upY, float upZ) {
          return lookAtLH(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ, thisOrNew());
      }
docs: Apply a "lookat" transformation to this matrix for a left-handed coordinate system,
  that aligns <code>+z</code> with <code>center - eye</code>.
  <p>
  If <code>M</code> is <code>this</code> matrix and <code>L</code> the lookat 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 lookat transformation will be applied first!
  <p>
  In order to set the matrix to a lookat transformation without post-multiplying it,
  use {@link #setLookAtLH(float, float, float, float, float, float, float, float, float) setLookAtLH()}.
  
  @see #lookAtLH(Vector3fc, Vector3fc, Vector3fc)
  @see #setLookAtLH(float, float, float, float, float, float, float, float, float)
  
  @param eyeX
  the x-coordinate of the eye/camera location
  @param eyeY
  the y-coordinate of the eye/camera location
  @param eyeZ
  the z-coordinate of the eye/camera location
  @param centerX
  the x-coordinate of the point to look at
  @param centerY
  the y-coordinate of the point to look at
  @param centerZ
  the z-coordinate of the point to look at
  @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