262 {
263 float num = value.X * value.X + value.Y * value.Y + value.Z * value.Z + value.W *
value.W;
264 float num2 = 1f / num;
266 result.X = (0f -
value.X) * num2;
267 result.Y = (0f -
value.Y) * num2;
268 result.Z = (0f -
value.Z) * num2;
269 result.W = value.W * num2;
270 return result;
271 }
Quaternion(float x, float y, float z, float w)