587 {
588 float num = rotation.X + rotation.X;
589 float num2 = rotation.Y + rotation.Y;
590 float num3 = rotation.Z + rotation.Z;
591 float num4 = rotation.W * num;
592 float num5 = rotation.W * num2;
593 float num6 = rotation.W * num3;
594 float num7 = rotation.X * num;
595 float num8 = rotation.X * num2;
596 float num9 = rotation.X * num3;
597 float num10 = rotation.Y * num2;
598 float num11 = rotation.Y * num3;
599 float num12 = rotation.Z * num3;
600 float x = value.X * (1f - num10 - num12) +
value.Y * (num8 - num6) + value.Z * (num9 + num5);
601 float y = value.X * (num8 + num6) +
value.Y * (1f - num7 - num12) + value.Z * (num11 - num4);
602 float z = value.X * (num9 - num5) +
value.Y * (num11 + num4) + value.Z * (1f - num7 - num10);
603 result.X = x;
604 result.Y = y;
605 result.Z = z;
607 }