question: returns a vector that is not nearly parallel to v. concode_field_sep Matrix4f projection concode_elem_sep Vector3f w concode_elem_sep Vector3f u concode_elem_sep Matrix4f inverseView concode_elem_sep Matrix4f inverseOrientation concode_elem_sep Vector3f q concode_elem_sep Matrix4f orientation concode_elem_sep Vector3f eye concode_elem_sep float THETA_LIMIT concode_elem_sep Matrix4f inverseProjection concode_elem_sep Matrix4f translate concode_elem_sep float fov concode_elem_sep float aspect concode_elem_sep Vector3f v concode_elem_sep Matrix3f basis concode_elem_sep Vector3f up concode_elem_sep Matrix4f view concode_elem_sep float far concode_elem_sep float near concode_elem_sep Vector3f target concode_field_sep int argmin concode_elem_sep void setAspect concode_elem_sep Matrix4f getInverseOrientationMatrix concode_elem_sep Matrix4f getInverseProjectionMatrix concode_elem_sep void setYFOV concode_elem_sep Matrix4f getOrientationMatrix concode_elem_sep void updateMatrices concode_elem_sep Matrix4f getViewMatrix concode_elem_sep Matrix4f getProjectionMatrix concode_elem_sep void setEye concode_elem_sep float getYFOV concode_elem_sep void yaw concode_elem_sep Vector3f getTarget concode_elem_sep Vector3f getEye concode_elem_sep void setTarget concode_elem_sep void setTarget concode_elem_sep void setUp concode_elem_sep void strafe concode_elem_sep void dolly concode_elem_sep void pitch concode_elem_sep void orbit concode_elem_sep void setDirection concode_elem_sep Matrix4f getInverseViewMatrix
target: Vector3f function ( Vector3f arg0 ) { int loc0 = argmin ( Math . abs ( arg0 . x ) , Math . abs ( arg0 . y ) , Math . abs ( arg0 . z ) ) ; Vector3f loc1 = new Vector3f ( ) ; if ( loc0 == 0 ) { loc1 . x = 1 ; } else if ( loc0 == 1 ) { loc1 . y = 1 ; } else if ( loc0 == 2 ) { loc1 . z = 1 ; } return loc1 ; }