300 {
301 float num = rotation.X + rotation.X;
302 float num2 = rotation.Y + rotation.Y;
303 float num3 = rotation.Z + rotation.Z;
304 float num4 = rotation.W * num;
305 float num5 = rotation.W * num2;
306 float num6 = rotation.W * num3;
307 float num7 = rotation.X * num;
308 float num8 = rotation.X * num2;
309 float num9 = rotation.X * num3;
310 float num10 = rotation.Y * num2;
311 float num11 = rotation.Y * num3;
312 float num12 = rotation.Z * num3;
313 return new Vector4(
value.X * (1f - num10 - num12) +
value.Y * (num8 - num6) +
value.Z * (num9 + num5),
value.X * (num8 + num6) +
value.Y * (1f - num7 - num12) +
value.Z * (num11 - num4),
value.X * (num9 - num5) +
value.Y * (num11 + num4) +
value.Z * (1f - num7 - num10), 1f);
314 }