190 {
191 float num = roll * 0.5f;
192 float num2 = (float)
Math.
Sin(num);
193 float num3 = (float)
Math.
Cos(num);
194 float num4 = pitch * 0.5f;
195 float num5 = (float)
Math.
Sin(num4);
196 float num6 = (float)
Math.
Cos(num4);
197 float num7 = yaw * 0.5f;
198 float num8 = (float)
Math.
Sin(num7);
199 float num9 = (float)
Math.
Cos(num7);
201 result.X = num9 * num5 * num3 + num8 * num6 * num2;
202 result.Y = num8 * num6 * num3 - num9 * num5 * num2;
203 result.Z = num9 * num6 * num2 - num8 * num5 * num3;
204 result.W = num9 * num6 * num3 + num8 * num5 * num2;
205 return result;
206 }
static double Cos(double d)
static double Sin(double a)
Quaternion(float x, float y, float z, float w)