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using UnityEngine;using M = System.Math;// ReSharper disable InconsistentNaming
namespace ARLocation{ [System.Serializable] public struct DVector2 { public double x; public double y;
/// <summary>
/// Gets the magnitude of the vector.
/// </summary>
/// <value>The magnitude.</value>
public double magnitude { get { return M.Sqrt(x * x + y * y); } }
/// <summary>
/// Gets the normalized version of this vector.
/// </summary>
/// <value>The normalized.</value>
public DVector2 normalized { get { var m = magnitude;
if (m < 0.00000001) { return new DVector2(); }
return new DVector2(x, y) / magnitude; } }
public DVector2 Clone() { return new DVector2(x, y); }
/// <summary>
/// Initializes a new instance of the <see cref="T:DVector2"/> struct.
/// </summary>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
public DVector2(double x = 0.0, double y = 0.0) { this.x = x; this.y = y; }
/// <summary>
/// Converts to a Vector2.
/// </summary>
/// <returns>The vector2.</returns>
public Vector2 toVector2() { return new Vector2((float)x, (float)y); }
/// <summary>
/// Equals the specified v and e.
/// </summary>
/// <returns>The equals.</returns>
/// <param name="v">V.</param>
/// <param name="e">E.</param>
public bool Equals(DVector2 v, double e = 0.00005) { return (M.Abs(x - v.x) <= e) && (M.Abs(y - v.y) <= e); }
/// <summary>
/// Normalize this instance.
/// </summary>
public void Normalize() { double m = magnitude; x /= m; y /= m; }
/// <summary>
/// Set the specified x and y.
/// </summary>
/// <param name="newX"></param>
/// <param name="newY"></param>
public void Set(double newX = 0.0, double newY = 0.0) { x = newX; y = newY; }
/// <summary>
/// Returns a <see cref="T:System.String"/> that represents the current <see cref="T:DVector2"/>.
/// </summary>
/// <returns>A <see cref="T:System.String"/> that represents the current <see cref="T:DVector2"/>.</returns>
override public string ToString() { return "(" + x + ", " + y + ")"; }
/// <summary>
/// Dot the specified a and b.
/// </summary>
/// <returns>The dot.</returns>
/// <param name="a">The alpha component.</param>
/// <param name="b">The blue component.</param>
public static double Dot(DVector2 a, DVector2 b) { return a.x * b.x + a.y * b.y; }
/// <summary>
/// Distance the specified a and b.
/// </summary>
/// <returns>The distance.</returns>
/// <param name="a">The alpha component.</param>
/// <param name="b">The blue component.</param>
public static double Distance(DVector2 a, DVector2 b) { return M.Sqrt(a.x * b.x + a.y * b.y); }
/// <summary>
/// Lerp the specified a, b and t.
/// </summary>
/// <returns>The lerp.</returns>
/// <param name="a">The alpha component.</param>
/// <param name="b">The blue component.</param>
/// <param name="t">T.</param>
public static DVector2 Lerp(DVector2 a, DVector2 b, double t) { double s = M.Max(0, M.Min(t, 1)); return a * (1 - s) + b * s; }
/// <summary>
/// Computes the product of <c>a</c> and <c>b</c>, yielding a new <see cref="T:DVector2"/>.
/// </summary>
/// <param name="a">The <see cref="DVector2"/> to multiply.</param>
/// <param name="b">The <see cref="double"/> to multiply.</param>
/// <returns>The <see cref="T:DVector2"/> that is the <c>a</c> * <c>b</c>.</returns>
public static DVector2 operator *(DVector2 a, double b) { return new DVector2( b * a.x, b * a.y ); }
/// <summary>
/// Computes the division of <c>a</c> and <c>b</c>, yielding a new <see cref="T:DVector2"/>.
/// </summary>
/// <param name="a">The <see cref="DVector2"/> to divide (the divident).</param>
/// <param name="b">The <see cref="double"/> to divide (the divisor).</param>
/// <returns>The <see cref="T:DVector2"/> that is the <c>a</c> / <c>b</c>.</returns>
public static DVector2 operator /(DVector2 a, double b) { return new DVector2( a.x / b, a.y / b ); }
/// <summary>
/// Adds a <see cref="DVector2"/> to a <see cref="DVector2"/>, yielding a new <see cref="T:DVector2"/>.
/// </summary>
/// <param name="a">The first <see cref="DVector2"/> to add.</param>
/// <param name="b">The second <see cref="DVector2"/> to add.</param>
/// <returns>The <see cref="T:DVector2"/> that is the sum of the values of <c>a</c> and <c>b</c>.</returns>
public static DVector2 operator +(DVector2 a, DVector2 b) { return new DVector2( a.x + b.x, a.y + b.y ); }
/// <summary>
/// Subtracts a <see cref="DVector2"/> from a <see cref="DVector2"/>, yielding a new <see cref="T:DVector2"/>.
/// </summary>
/// <param name="a">The <see cref="DVector2"/> to subtract from (the minuend).</param>
/// <param name="b">The <see cref="DVector2"/> to subtract (the subtrahend).</param>
/// <returns>The <see cref="T:DVector2"/> that is the <c>a</c> minus <c>b</c>.</returns>
public static DVector2 operator -(DVector2 a, DVector2 b) { return new DVector2( a.x - b.x, a.y - b.y ); } }}
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