491 {
492 float num = rotation.X + rotation.X;
493 float num2 = rotation.Y + rotation.Y;
494 float num3 = rotation.Z + rotation.Z;
495 float num4 = rotation.W * num;
496 float num5 = rotation.W * num2;
497 float num6 = rotation.W * num3;
498 float num7 = rotation.X * num;
499 float num8 = rotation.X * num2;
500 float num9 = rotation.X * num3;
501 float num10 = rotation.Y * num2;
502 float num11 = rotation.Y * num3;
503 float num12 = rotation.Z * num3;
504 float x = value.X * (1f - num10 - num12) +
value.Y * (num8 - num6);
505 float y = value.X * (num8 + num6) +
value.Y * (1f - num7 - num12);
506 float z = value.X * (num9 - num5) +
value.Y * (num11 + num4);
507 result.X = x;
508 result.Y = y;
509 result.Z = z;
510 result.W = 1f;
511 }