/// <summary>
        /// Returns FP precison distanve between two vectors
        /// </summary>
        /// <param name="value1">
        /// A <see cref="TSVector2"/>
        /// </param>
        /// <param name="value2">
        /// A <see cref="TSVector2"/>
        /// </param>
        /// <returns>
        /// A <see cref="System.Single"/>
        /// </returns>
        public static FP Distance(TSVector2 value1, TSVector2 value2)
        {
            FP result;

            DistanceSquared(ref value1, ref value2, out result);
            return((FP)FP.Sqrt(result));
        }
        public static void Normalize(ref TSVector2 value, out TSVector2 result)
        {
            FP factor;

            DistanceSquared(ref value, ref zeroVector, out factor);
            factor   = 1f / (FP)FP.Sqrt(factor);
            result.x = value.x * factor;
            result.y = value.y * factor;
        }
        /// <summary>
        /// Normalizes the given vector.
        /// </summary>
        /// <param name="value">The vector which should be normalized.</param>
        /// <param name="result">A normalized vector.</param>
        public static void Normalize(ref TSVector value, out TSVector result)
        {
            FP num2 = ((value.x * value.x) + (value.y * value.y)) + (value.z * value.z);
            FP num  = FP.One / FP.Sqrt(num2);

            result.x = value.x * num;
            result.y = value.y * num;
            result.z = value.z * num;
        }
        /// <summary>
        /// Normalizes this vector.
        /// </summary>
        public void Normalize()
        {
            FP num2 = ((this.x * this.x) + (this.y * this.y)) + (this.z * this.z);
            FP num  = FP.One / FP.Sqrt(num2);

            this.x *= num;
            this.y *= num;
            this.z *= num;
        }
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        /// <summary>
        /// Sets the length of the quaternion to one.
        /// </summary>
        #region public void Normalize()
        public void Normalize()
        {
            FP num2 = (((this.x * this.x) + (this.y * this.y)) + (this.z * this.z)) + (this.w * this.w);
            FP num  = 1 / (FP.Sqrt(num2));

            this.x *= num;
            this.y *= num;
            this.z *= num;
            this.w *= num;
        }
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        public static TSQuaternion FromToRotation(TSVector fromVector, TSVector toVector)
        {
            TSVector     w = TSVector.Cross(fromVector, toVector);
            TSQuaternion q = new TSQuaternion(w.x, w.y, w.z, TSVector.Dot(fromVector, toVector));

            q.w += FP.Sqrt(fromVector.sqrMagnitude * toVector.sqrMagnitude);
            q.Normalize();

            return(q);
        }
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        /// <summary>
        /// Creates a quaternion from a matrix.
        /// </summary>
        /// <param name="matrix">A matrix representing an orientation.</param>
        /// <param name="result">JQuaternion representing an orientation.</param>
        public static void CreateFromMatrix(ref TSMatrix matrix, out TSQuaternion result)
        {
            FP num8 = (matrix.M11 + matrix.M22) + matrix.M33;

            if (num8 > FP.Zero)
            {
                FP num = FP.Sqrt((num8 + FP.One));
                result.w = num * FP.Half;
                num      = FP.Half / num;
                result.x = (matrix.M23 - matrix.M32) * num;
                result.y = (matrix.M31 - matrix.M13) * num;
                result.z = (matrix.M12 - matrix.M21) * num;
            }
            else if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
            {
                FP num7 = FP.Sqrt((((FP.One + matrix.M11) - matrix.M22) - matrix.M33));
                FP num4 = FP.Half / num7;
                result.x = FP.Half * num7;
                result.y = (matrix.M12 + matrix.M21) * num4;
                result.z = (matrix.M13 + matrix.M31) * num4;
                result.w = (matrix.M23 - matrix.M32) * num4;
            }
            else if (matrix.M22 > matrix.M33)
            {
                FP num6 = FP.Sqrt((((FP.One + matrix.M22) - matrix.M11) - matrix.M33));
                FP num3 = FP.Half / num6;
                result.x = (matrix.M21 + matrix.M12) * num3;
                result.y = FP.Half * num6;
                result.z = (matrix.M32 + matrix.M23) * num3;
                result.w = (matrix.M31 - matrix.M13) * num3;
            }
            else
            {
                FP num5 = FP.Sqrt((((FP.One + matrix.M33) - matrix.M11) - matrix.M22));
                FP num2 = FP.Half / num5;
                result.x = (matrix.M31 + matrix.M13) * num2;
                result.y = (matrix.M32 + matrix.M23) * num2;
                result.z = FP.Half * num5;
                result.w = (matrix.M12 - matrix.M21) * num2;
            }
        }
 public static void Distance(ref TSVector2 value1, ref TSVector2 value2, out FP result)
 {
     DistanceSquared(ref value1, ref value2, out result);
     result = (FP)FP.Sqrt(result);
 }
 public static FP Distance(TSVector v1, TSVector v2)
 {
     return(FP.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z)));
 }