public GodotQuat Quat() { float num1 = x[0] + y[1] + z[2]; if (num1 > 0.0) { float num2 = GodotMathf.Sqrt(num1 + 1f) * 2f; float num3 = 1f / num2; return(new GodotQuat((z[1] - y[2]) * num3, (x[2] - z[0]) * num3, (y[0] - x[1]) * num3, num2 * 0.25f)); } if (x[0] > y[1] && x[0] > z[2]) { float num2 = GodotMathf.Sqrt((float)(x[0] - y[1] - z[2] + 1.0)) * 2f; float num3 = 1f / num2; return(new GodotQuat(num2 * 0.25f, (x[1] + y[0]) * num3, (x[2] + z[0]) * num3, (z[1] - y[2]) * num3)); } if (y[1] > z[2]) { float num2 = GodotMathf.Sqrt((float)(-x[0] + y[1] - z[2] + 1.0)) * 2f; float num3 = 1f / num2; return(new GodotQuat((x[1] + y[0]) * num3, num2 * 0.25f, (y[2] + z[1]) * num3, (x[2] - z[0]) * num3)); } float num4 = GodotMathf.Sqrt((float)(-x[0] - y[1] + z[2] + 1.0)) * 2f; float num5 = 1f / num4; return(new GodotQuat((x[2] + z[0]) * num5, (y[2] + z[1]) * num5, num4 * 0.25f, (y[0] - x[1]) * num5)); }
public float Length() { double num1 = x * (double)x; float num2 = y * y; float num3 = z * z; double num4 = num2; return(GodotMathf.Sqrt((float)(num1 + num4) + num3)); }
internal void Normalize() { float s = ((x * x) + (y * y)); if (s == 0.0) { return; } float num = GodotMathf.Sqrt(s); x /= num; y /= num; }
public float Length() { return(GodotMathf.Sqrt(LengthSquared())); }
public float Length() { return(GodotMathf.Sqrt((x * x) + (y * y))); }
public float DistanceTo(GodotVector2 to) { return(GodotMathf.Sqrt(((x - to.x) * (x - to.x)) + ((y - to.y) * (y - to.y)))); }