449 {
451 float num = quaternion.X * quaternion.X;
452 float num2 = quaternion.Y * quaternion.Y;
453 float num3 = quaternion.Z * quaternion.Z;
454 float num4 = quaternion.X * quaternion.Y;
455 float num5 = quaternion.Z * quaternion.W;
456 float num6 = quaternion.Z * quaternion.X;
457 float num7 = quaternion.Y * quaternion.W;
458 float num8 = quaternion.Y * quaternion.Z;
459 float num9 = quaternion.X * quaternion.W;
460 identity.M11 = 1f - 2f * (num2 + num3);
461 identity.M12 = 2f * (num4 + num5);
462 identity.M13 = 2f * (num6 - num7);
463 identity.M21 = 2f * (num4 - num5);
464 identity.M22 = 1f - 2f * (num3 + num);
465 identity.M23 = 2f * (num8 + num9);
466 identity.M31 = 2f * (num6 + num7);
467 identity.M32 = 2f * (num8 - num9);
468 identity.M33 = 1f - 2f * (num2 + num);
469 return identity;
470 }
Matrix4x4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)
static Matrix4x4 Identity