I have a 3D world, and three points. The points are connected by Vectors, and one side of the "triangle" is selected to be the X axis. The other two axes are computed by (v1.y, -v1.x, 0) and the third being v1 x v2 (cross product).
I have an offset vector, U(u1, u2, u3) which is moving an object on the X, Y, Z axis in the alternate coordinate system (the one made out of vectors).
I want to rotate an in-game object (x,y,z axes) in this arbitrary coordinate system. For example (90, 0, 0) would rotate 90 degrees on the X axis in this alternate system, not in the world.
I also do not want to use Quaternions, as I am not using Unity Engine.