372 {
373 float num = rotation.X + rotation.X;
374 float num2 = rotation.Y + rotation.Y;
375 float num3 = rotation.Z + rotation.Z;
376 float num4 = rotation.W * num3;
377 float num5 = rotation.X * num;
378 float num6 = rotation.X * num2;
379 float num7 = rotation.Y * num2;
380 float num8 = rotation.Z * num3;
381 float x = value.X * (1f - num7 - num8) +
value.Y * (num6 - num4);
382 float y = value.X * (num6 + num4) +
value.Y * (1f - num5 - num8);
383 result.X = x;
384 result.Y = y;
385 }