code: 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());
      }
docs: 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