156 {
157 float num = quaternion.X * quaternion.X + quaternion.Y * quaternion.Y + quaternion.Z * quaternion.Z + quaternion.W * quaternion.W;
158 float num2 = 1f / num;
159 result.X = (0f - quaternion.X) * num2;
160 result.Y = (0f - quaternion.Y) * num2;
161 result.Z = (0f - quaternion.Z) * num2;
162 result.W = quaternion.W * num2;
163 }