Created
May 7, 2011 17:09
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// Microsoft.Xna.Framework.Vector2 | |
public static Vector2 Transform(Vector2 value, Quaternion rotation) | |
{ | |
float num = rotation.X + rotation.X; | |
float num2 = rotation.Y + rotation.Y; | |
float num3 = rotation.Z + rotation.Z; | |
float num4 = rotation.W * num3; | |
float num5 = rotation.X * num; | |
float num6 = rotation.X * num2; | |
float num7 = rotation.Y * num2; | |
float num8 = rotation.Z * num3; | |
float x = value.X * (1f - num7 - num8) + value.Y * (num6 - num4); | |
float y = value.X * (num6 + num4) + value.Y * (1f - num5 - num8); | |
Vector2 result; | |
result.X = x; | |
result.Y = y; | |
return result; | |
} |
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Microsoft.Xna.Framework.Vector2.Transform$2 = function (value, rotation) { | |
var result = new Microsoft.Xna.Framework.Vector2(); | |
var num2 = (rotation.Y + rotation.Y); | |
var num3 = (rotation.Z + rotation.Z); | |
var num4 = (rotation.W * num3); | |
var num6 = (rotation.X * num2); | |
var num8 = (rotation.Z * num3); | |
var x = ((value.X * ((1 - (rotation.Y * num2)) - num8)) + (value.Y * (num6 - num4))); | |
var y = ((value.X * (num6 + num4)) + (value.Y * ((1 - (rotation.X * (rotation.X + rotation.X))) - num8))); | |
result.X = x; | |
result.Y = y; | |
return result; | |
}; |
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