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use Float3 AngularAxis( const Quaternion &rotation ) in ::Oyster::Math3D instead |
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.. | ||
LinearMath.h | ||
Matrix.h | ||
OysterMath.cpp | ||
OysterMath.h | ||
OysterMath.vcxproj | ||
OysterMath.vcxproj.filters | ||
OysterMath.vcxproj.user | ||
Quaternion.h | ||
Vector.h |