transform the given vector using this matrix . return the transformed vector the original vector is not modified . concode_field_sep float m10 concode_elem_sep float m21 concode_elem_sep float m32 concode_elem_sep float m20 concode_elem_sep float m31 concode_elem_sep float m30 concode_elem_sep float m02 concode_elem_sep float m03 concode_elem_sep float m13 concode_elem_sep float m11 concode_elem_sep float m12 concode_elem_sep float m22 concode_elem_sep float m23 concode_elem_sep float m33 concode_elem_sep float m00 concode_elem_sep float m01 concode_field_sep void rotate concode_elem_sep GL_Matrix inverse concode_elem_sep GL_Matrix getClone concode_elem_sep void scaleSelf concode_elem_sep void scaleSelf concode_elem_sep void scale concode_elem_sep void scale concode_elem_sep void rotateSelf concode_elem_sep void translate concode_elem_sep GL_Matrix translateMatrix concode_elem_sep void preTransform concode_elem_sep void importFromArray concode_elem_sep GL_Matrix rotateMatrix concode_elem_sep float[][] exportToArray concode_elem_sep void reset concode_elem_sep String toString concode_elem_sep GL_Matrix scaleMatrix concode_elem_sep GL_Matrix scaleMatrix concode_elem_sep GL_Matrix multiply concode_elem_sep void createBillboardMatrix
GL_Vector function ( GL_Vector arg0 ) { if ( arg0 != null ) { float loc0 , loc1 , loc2 ; loc0 = arg0 . x * m00 + arg0 . y * m01 + arg0 . z * m02 + m03 ; loc1 = arg0 . x * m10 + arg0 . y * m11 + arg0 . z * m12 + m13 ; loc2 = arg0 . x * m20 + arg0 . y * m21 + arg0 . z * m22 + m23 ; return new GL_Vector ( loc0 , loc1 , loc2 ) ; } return null ; }