duck

duck

May 28th, 2010
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  1.  
  2.  
  3. Quaternion axisRotation;
  4. switch (axis) }
  5.     case ConstraintAxis.X: axisRotation = Quaternion.AngleAxis(localRotation.eulerAngles.x, rotateAround); break;
  6.     case ConstraintAxis.Y: axisRotation = Quaternion.AngleAxis(localRotation.eulerAngles.y, rotateAround); break;
  7.     case ConstraintAxis.Z: axisRotation = Quaternion.AngleAxis(localRotation.eulerAngles.z, rotateAround); break;
  8. }
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