|
@@ -219,7 +219,7 @@ zAxis = (c, g, k)
|
|
|
Sets this matrix as rotation transform around [page:Vector3 axis] by [page:Float theta] radians.<br />
|
|
|
|
|
|
This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternions].
|
|
|
- See the discussion [link:http://www.gamedev.net/reference/articles/article1199.asp here].
|
|
|
+ See the discussion [link:https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199 here].
|
|
|
</p>
|
|
|
|
|
|
<h3>[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
|