rem: inline_ void TransformPoint(Point& dest, const Point& source, const Matrix3x3& rot, const Point& trans)
add: inline_ void TransformPoint(IceMaths::Point& dest, const IceMaths::Point& source, const IceMaths::Matrix3x3& rot, const IceMaths::Point& trans)
context: 	inline_ void TransformPoint(Point& dest, const Point& source, const Matrix3x3& rot, const Point& trans)	{		dest.x = trans.x + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];		dest.y = trans.y + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];		dest.z = trans.z + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];	}