public Vector2f transformDirection(float x, float y, Vector2f dest) {
        return dest.set(m00 * x + m10 * y, m01 * x + m11 * y);
    }
public Vector2f transformDirection ( float x , float y , Vector2f dest ) { return dest . set ( m00 * x + m10 * y , m01 * x + m11 * y ) ; }
Transform/multiply the given 2D-vector <code>(x, y)</code>, as if it was a 3D-vector with z=0, by
this matrix and store the result in <code>dest</code>.
<p>
The given 2D-vector is treated as a 3D-vector with its z-component being <code>0.0</code>, so it
will represent a direction in 2D-space rather than a position. This method will therefore
not take the translation part of the matrix into account.
<p>
In order to store the result in the same vector, use {@link #transformDirection(Vector2f)}.

@see #transformDirection(Vector2f)

@param x
the x component of the vector to transform
@param y
the y component of the vector to transform
@param dest
will hold the result
@return dest