void Pitch(float angle) { Matrix4x4 R = Matrix4x4Extention.CreateRotationMatrix(Right, angle); Up = R.MultiplyVector(Up); Forward = R.MultiplyVector(Forward); }
void RotateY(float angle) { // Rotate the basis vectors about the world y axis. Matrix4x4 R = Matrix4x4Extention.CreateRotationMatrix(Vector3.up, angle); Right = R.MultiplyVector(Right); Up = R.MultiplyVector(Up); Forward = R.MultiplyVector(Forward); }