539 {
540 float num = rotation.X + rotation.X;
541 float num2 = rotation.Y + rotation.Y;
542 float num3 = rotation.Z + rotation.Z;
543 float num4 = rotation.W * num;
544 float num5 = rotation.W * num2;
545 float num6 = rotation.W * num3;
546 float num7 = rotation.X * num;
547 float num8 = rotation.X * num2;
548 float num9 = rotation.X * num3;
549 float num10 = rotation.Y * num2;
550 float num11 = rotation.Y * num3;
551 float num12 = rotation.Z * num3;
552 float x = value.X * (1f - num10 - num12) +
value.Y * (num8 - num6) + value.Z * (num9 + num5);
553 float y = value.X * (num8 + num6) +
value.Y * (1f - num7 - num12) + value.Z * (num11 - num4);
554 float z = value.X * (num9 - num5) +
value.Y * (num11 + num4) + value.Z * (1f - num7 - num10);
555 result.X = x;
556 result.Y = y;
557 result.Z = z;
558 result.W = 1f;
559 }