public static Quaternion GetQuatSquad(float t, Quaternion q0, Quaternion q1, Quaternion a0, Quaternion a1)
{
float t1 = (float)(2.0 * (double)t * (1.0 - (double)t));
Quaternion quaternion = MathUtils.Slerp(MathUtils.Slerp(q0, q1, t), MathUtils.Slerp(a0, a1, t), t1);
float num = Mathf.Sqrt((float)((double)quaternion.x * (double)quaternion.x + (double)quaternion.y * (double)quaternion.y + (double)quaternion.z * (double)quaternion.z + (double)quaternion.w * (double)quaternion.w));
quaternion.x /= num;
quaternion.y /= num;
quaternion.z /= num;
quaternion.w /= num;
return(quaternion);
}