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Mention that the axis in AngleAxis have to be normalized.
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@ -45,7 +45,8 @@ But note that unfortunately, because of how C++ works, you can \b not do this:
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Rotation2D<float> rot2(angle_in_radian);\endcode</td></tr>
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Rotation2D<float> rot2(angle_in_radian);\endcode</td></tr>
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<tr class="alt"><td>
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<tr class="alt"><td>
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3D rotation as an \ref AngleAxis "angle + axis"</td><td>\code
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3D rotation as an \ref AngleAxis "angle + axis"</td><td>\code
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AngleAxis<float> aa(angle_in_radian, Vector3f(ax,ay,az));\endcode</td></tr>
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AngleAxis<float> aa(angle_in_radian, Vector3f(ax,ay,az));\endcode
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<span class="note">The axis vector must be normalized.</span></td></tr>
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<tr><td>
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<tr><td>
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3D rotation as a \ref Quaternion "quaternion"</td><td>\code
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3D rotation as a \ref Quaternion "quaternion"</td><td>\code
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Quaternion<float> q; q = AngleAxis<float>(angle_in_radian, axis);\endcode</td></tr>
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Quaternion<float> q; q = AngleAxis<float>(angle_in_radian, axis);\endcode</td></tr>
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