119 {
120 float num = rotation.X + rotation.X;
121 float num2 = rotation.Y + rotation.Y;
122 float num3 = rotation.Z + rotation.Z;
123 float num4 = rotation.W * num;
124 float num5 = rotation.W * num2;
125 float num6 = rotation.W * num3;
126 float num7 = rotation.X * num;
127 float num8 = rotation.X * num2;
128 float num9 = rotation.X * num3;
129 float num10 = rotation.Y * num2;
130 float num11 = rotation.Y * num3;
131 float num12 = rotation.Z * num3;
132 float num13 = 1f - num10 - num12;
133 float num14 = num8 - num6;
134 float num15 = num9 + num5;
135 float num16 = num8 + num6;
136 float num17 = 1f - num7 - num12;
137 float num18 = num11 - num4;
138 float num19 = num9 - num5;
139 float num20 = num11 + num4;
140 float num21 = 1f - num7 - num10;
141 float x = plane.Normal.X;
142 float y = plane.Normal.Y;
143 float z = plane.Normal.Z;
144 return new Plane(x * num13 + y * num14 + z * num15, x * num16 + y * num17 + z * num18, x * num19 + y * num20 + z * num21, plane.D);
145 }
Plane(float x, float y, float z, float d)