public E3DVector3F multiplyVector(E3DVector3F multiplyVector) {
    double x = multiplyVector.getX(), y = multiplyVector.getY(), z = multiplyVector.getZ();

    return new E3DVector3F(
        (matrix4x4[0][0] * x) + (matrix4x4[0][1] * y) + (matrix4x4[0][2] * z),
        (matrix4x4[1][0] * x) + (matrix4x4[1][1] * y) + (matrix4x4[1][2] * z),
        (matrix4x4[2][0] * x) + (matrix4x4[2][1] * y) + (matrix4x4[2][2] * z));
  }
 /**
  * Set the position of the particle system This is origin of the positions of all the particles
  * are based around. It begins at 0, 0, 0.
  *
  * <p>Changing the position will translate particles currently in the system. It will NOT
  * translate particles that are added after the translation. New particles will be assumed to know
  * it is at its position when they're startPositions are set
  *
  * @return
  */
 public void setPosition(E3DVector3F position) {
   E3DVector3F translationAmt = position.subtract(orientation.getPosition());
   translate(translationAmt);
 }
  /**
   * Get the intersection pt of two 2d lines made of A->B and C->D. TODO: This is a misplaced
   * method, but its only used currently by this frustum.
   *
   * @param ptA First point of segment1
   * @param ptB Second point of segment1
   * @param ptC First point of segment2
   * @param ptD Second point of segment2
   * @return
   */
  public E3DVector3F get2DLineIntersectionPt(
      E3DVector2F ptA, E3DVector2F ptB, E3DVector3F ptC, E3DVector3F ptD) {
    // First, put into y = mx+b form
    boolean vertical1 = false;
    double m1 = 0.0;
    double b1;
    if (ptB.getX() != ptA.getX()) {
      m1 = (ptB.getY() - ptA.getY()) / (ptB.getX() - ptA.getX()); // rise
      b1 = ptA.getY() - (m1 * ptA.getX()); // Solve for B we now have m and b
    } else {
      vertical1 = true;
      b1 = ptA.getX();
    }

    // Segment 2 in y=mx+b form
    boolean vertical2 = false;
    double m2 = 0.0;
    double b2;
    if (ptD.getX() != ptC.getX()) // denominator of 0 means vertical line
    {
      m2 = (ptD.getY() - ptC.getY()) / (ptD.getX() - ptC.getX()); // rise
      b2 = ptC.getY() - (m2 * ptC.getX());
    } else {
      vertical2 = true;
      b2 = ptC.getX();
    }

    // If both are vertical see if the two segments intersect
    if (vertical1 && vertical2) {
      if (b1 != b2) // parallel lines, no intersection
      return null;
      else // equal means they are the same line, see if the segments intersect
      {
        // check if either pt of segment 2 is withing segment 1. If so, return that point (since
        // there can be multiple intersection pts when they're in the same line, it doesn't matter
        // exactly what pt)
        if ((ptD.getY() >= ptA.getY() && ptD.getY() <= ptB.getY())
            || // D is between A and B
            (ptD.getY() <= ptA.getY() && ptD.getY() >= ptB.getY())) return ptD;
        else if ((ptC.getY() >= ptA.getY() && ptC.getY() <= ptB.getY())
            || // C is between A and B
            (ptC.getY() <= ptA.getY() && ptC.getY() >= ptB.getY())) return ptC;
        else // don't intersect
        return null;
      }
    } else if (vertical1) // if one is vertical, find out if an x value of the vertical yields a Y
                          // value on the line is between the pts of the vertical line
    {
      double intX = b1;
      double intY = (m2 * intX) + b2;
      if (((intY >= ptD.getY() && intY <= ptC.getY()) || (intY >= ptC.getY() && intY <= ptD.getY()))
              && (intX >= ptD.getX() && intX <= ptC.getX())
          || (intX >= ptC.getX() && intX <= ptD.getX())) return new E3DVector3F(intX, intY, 0.0);
      else return null;
    } else if (vertical2) // C->D is vertical
    {
      double intX = b2;
      double intY = (m1 * intX) + b1;
      if (((intY >= ptA.getY() && intY <= ptB.getY()) || (intY >= ptB.getY() && intY <= ptA.getY()))
              && (intX >= ptA.getX() && intX <= ptB.getX())
          || (intX >= ptB.getX() && intX <= ptA.getX())) return new E3DVector3F(intX, intY, 0.0);
      else return null;

    } else {
      // Now set the Y's equal to each other to solve for X, then replace X in one of the equations
      // to get Y. That is the intersection pt of the lines
      // m1x + b1 = m2x + b2
      // = m1x = m2x + b2 - b1 =
      // = m1x - m2x = b2 - b1
      // = (m1-m2)x = (b2 - b1)
      // = x = (b2 - b1) / (m1 - m2)

      double intX = 0.0;
      if (m1 - m2 != 0.0) intX = (b2 - b1) / (m1 - m2);
      else intX = (b2 - b1);

      double intY = (m1 * intX) + b1; // get Y from that X
      if (intY == 0) intY = (m2 * intX) + b2;

      // Now determine if intX and intY lie  on both lines ptA->ptB  and ptC->ptD
      if (((intX >= ptA.getX() && intX <= ptB.getX()) || (intX >= ptB.getX() && intX <= ptA.getX()))
          && ((intX >= ptC.getX() && intX <= ptD.getX())
              || (intX >= ptD.getX() && intX <= ptC.getX()))
          && ((intY >= ptA.getY() && intY <= ptB.getY())
              || (intY >= ptB.getY() && intY <= ptA.getY()))
          && ((intY >= ptC.getY() && intY <= ptD.getY())
              || (intY >= ptD.getY() && intY <= ptC.getY())))
        return new E3DVector3F(intX, intY, 0.0);
      else return null;
    }
  }