232    {
  233        float x = roll * 0.5f;
  234        float num = MathF.Sin(x);
  235        float num2 = MathF.Cos(x);
  236        float x2 = pitch * 0.5f;
  237        float num3 = MathF.Sin(x2);
  238        float num4 = MathF.Cos(x2);
  239        float x3 = yaw * 0.5f;
  240        float num5 = MathF.Sin(x3);
  241        float num6 = MathF.Cos(x3);
  243        result.X = num6 * num3 * num2 + num5 * num4 * num;
  244        result.Y = num5 * num4 * num2 - num6 * num3 * num;
  245        result.Z = num6 * num4 * num - num5 * num3 * num2;
  246        result.W = num6 * num4 * num2 + num5 * num3 * num;
  247        return result;
  248    }
Quaternion(float x, float y, float z, float w)