public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll) { Quaternion quaternion; float num9 = roll * 0.5f; float num6 = MathUtility.Sin(num9); float num5 = MathUtility.Cos(num9); float num8 = pitch * 0.5f; float num4 = MathUtility.Sin(num8); float num3 = MathUtility.Cos(num8); float num7 = yaw * 0.5f; float num2 = MathUtility.Sin(num7); float num = MathUtility.Cos(num7); quaternion.X = ((num * num4) * num5) + ((num2 * num3) * num6); quaternion.Y = ((num2 * num3) * num5) - ((num * num4) * num6); quaternion.Z = ((num * num3) * num6) - ((num2 * num4) * num5); quaternion.W = ((num * num3) * num5) + ((num2 * num4) * num6); return quaternion; }
public static Matrix3D CreateFromYawPitchRoll(float yaw, float pitch, float roll) { Quaternion quaternion = Quaternion.CreateFromYawPitchRoll(yaw, pitch, roll); return(CreateFromQuaternion(quaternion)); }