main.cpp
Vec3 localToWorld(const Vec3& v, const Vec3& lx, const Vec3& ly,
                  const Vec3& lz) {
  return Vec3(dot(v, Vec3(lx.x, ly.x, lz.x)), dot(v, Vec3(lx.y, ly.y, lz.y)),
              dot(v, Vec3(lx.z, ly.z, lz.z)));
}
// convert local vector to world vector
// lx: x-axis basis vector of local coordinate
// ly: y-axis basis vector of local coordinate
// lz: z-axis basis vector of local coordinate
convert local vector to world vector
lx: x-axis basis vector of local coordinate
ly: y-axis basis vector of local coordinate
lz: z-axis basis vector of local coordinate
convert local vector to world vector lx : x - axis basis vector of local coordinate ly : y - axis basis vector of local coordinate lz : z - axis basis vector of local coordinate
Vec3 localToWorld(const Vec3& v, const Vec3& lx, const Vec3& ly,
                  const Vec3& lz) {
  return Vec3(dot(v, Vec3(lx.x, ly.x, lz.x)), dot(v, Vec3(lx.y, ly.y, lz.y)),
              dot(v, Vec3(lx.z, ly.z, lz.z)));
}
Vec3 localToWorld ( const Vec3 & v , const Vec3 & lx , const Vec3 & ly , const Vec3 & lz ) { return Vec3 ( dot ( v , Vec3 ( lx . x , ly . x , lz . x ) ) , dot ( v , Vec3 ( lx . y , ly . y , lz . y ) ) , dot ( v , Vec3 ( lx . z , ly . z , lz . z ) ) ) ; }
convert local vector to world vector
lx: x-axis basis vector of local coordinate
ly: y-axis basis vector of local coordinate
lz: z-axis basis vector of local coordinate
convert local vector to world vector lx : x - axis basis vector of local coordinate ly : y - axis basis vector of local coordinate lz : z - axis basis vector of local coordinate