public GodotPlane Normalized() { float num = normal.Length(); if (num == 0.0) { return(new GodotPlane(0.0f, 0.0f, 0.0f, 0.0f)); } return(new GodotPlane(normal / num, d / num)); }
public GodotQuat(GodotVector3 axis, float angle) { float num1 = axis.Length(); if (num1 == 0.0) { x = 0.0f; y = 0.0f; z = 0.0f; w = 0.0f; } else { float num2 = GodotMathf.Sin(angle * 0.5f) / num1; x = axis.x * num2; y = axis.y * num2; z = axis.z * num2; w = GodotMathf.Cos(angle * 0.5f); } }