look_at_origin: Compute rgl rotation matrix to look at the origin from a given position
Description
Builds a 4x4 rotation matrix suitable for `rgl::view3d(userMatrix = ...)`
that orients the scene as if the camera is at `eye` looking toward the
origin with z pointing up.
Usage
look_at_origin(eye)
Value
A 4x4 rotation matrix.
Arguments
eye
Numeric vector of length 3 (x, y, z) — camera position.