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using UnityEngine;using M = System.Math;// ReSharper disable InconsistentNaming
namespace ARLocation{ [System.Serializable] public struct DVector3 { public double x; public double y; public double z;
public DVector3(Vector3 v) { x = v.x; y = v.y; z = v.z; }
/// <summary>
/// Gets the magnitude of the vector.
/// </summary>
/// <value>The magnitude.</value>
public double magnitude { get { return M.Sqrt(x * x + y * y + z * z); } }
/// <summary>
/// Gets the normalized version of this vector.
/// </summary>
/// <value>The normalized.</value>
public DVector3 normalized { get { var m = magnitude;
if (m < 0.00000001) { return new DVector3(); }
return new DVector3(x, y, z) / magnitude; } }
/// <summary>
/// Initializes a new instance of the <see cref="T:DVector3"/> struct.
/// </summary>
public DVector3(double newX = 0.0, double newY = 0.0, double newZ = 0.0) { x = newX; y = newY; z = newZ; }
/// <summary>
/// Converts to a Vector3.
/// </summary>
/// <returns>The vector2.</returns>
public Vector3 toVector3() { return new Vector3((float)x, (float)y, (float)z); }
/// <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(DVector3 v, double e = 0.00005) { return (M.Abs(x - v.x) <= e) && (M.Abs(y - v.y) <= e) && (M.Abs(z - v.z) <= e); }
/// <summary>
/// Normalize this instance.
/// </summary>
public void Normalize() { double m = magnitude; x /= m; y /= m; z /= m; }
/// <summary>
/// Set the specified x and y.
/// </summary>
/// <param name="xx"></param>
/// <param name="yy"></param>
/// <param name="zz"></param>
public void Set(double xx = 0.0, double yy = 0.0, double zz = 0.0) { x = xx; y = yy; z = zz; }
/// <summary>
/// Returns a <see cref="T:System.String"/> that represents the current <see cref="T:DVector3"/>.
/// </summary>
/// <returns>A <see cref="T:System.String"/> that represents the current <see cref="T:DVector3"/>.</returns>
override public string ToString() { return "(" + x + ", " + y + ", " + z + ")"; }
/// <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(DVector3 a, DVector3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
/// <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(DVector3 a, DVector3 b) { return M.Sqrt(a.x * b.x + a.y * b.y + a.z * b.z); }
/// <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 DVector3 Lerp(DVector3 a, DVector3 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:DVector3"/>.
/// </summary>
/// <param name="a">The <see cref="DVector3"/> to multiply.</param>
/// <param name="b">The <see cref="double"/> to multiply.</param>
/// <returns>The <see cref="T:DVector3"/> that is the <c>a</c> * <c>b</c>.</returns>
public static DVector3 operator *(DVector3 a, double b) { return new DVector3( b * a.x, b * a.y, b * a.z ); }
/// <summary>
/// Computes the product of <c>a</c> and <c>b</c>, yielding a new <see cref="T:DVector3"/>.
/// </summary>
/// <param name="a">The <see cref="DVector3"/> to multiply.</param>
/// <param name="b">The <see cref="double"/> to multiply.</param>
/// <returns>The <see cref="T:DVector3"/> that is the <c>a</c> * <c>b</c>.</returns>
public static DVector3 operator *(double b, DVector3 a) { return new DVector3( b * a.x, b * a.y, b * a.z ); }
/// <summary>
/// Computes the division of <c>a</c> and <c>b</c>, yielding a new <see cref="T:DVector3"/>.
/// </summary>
/// <param name="a">The <see cref="DVector3"/> to divide (the divident).</param>
/// <param name="b">The <see cref="double"/> to divide (the divisor).</param>
/// <returns>The <see cref="T:DVector3"/> that is the <c>a</c> / <c>b</c>.</returns>
public static DVector3 operator /(DVector3 a, double b) { return new DVector3( a.x / b, a.y / b, a.z / b ); }
/// <summary>
/// Adds a <see cref="DVector3"/> to a <see cref="DVector3"/>, yielding a new <see cref="T:DVector3"/>.
/// </summary>
/// <param name="a">The first <see cref="DVector3"/> to add.</param>
/// <param name="b">The second <see cref="DVector3"/> to add.</param>
/// <returns>The <see cref="T:DVector3"/> that is the sum of the values of <c>a</c> and <c>b</c>.</returns>
public static DVector3 operator +(DVector3 a, DVector3 b) { return new DVector3( a.x + b.x, a.y + b.y, a.z + b.z ); }
/// <summary>
/// Subtracts a <see cref="DVector3"/> from a <see cref="DVector3"/>, yielding a new <see cref="T:DVector3"/>.
/// </summary>
/// <param name="a">The <see cref="DVector3"/> to subtract from (the minuend).</param>
/// <param name="b">The <see cref="DVector3"/> to subtract (the subtrahend).</param>
/// <returns>The <see cref="T:DVector3"/> that is the <c>a</c> minus <c>b</c>.</returns>
public static DVector3 operator -(DVector3 a, DVector3 b) { return new DVector3( a.x - b.x, a.y - b.y, a.z + b.z ); } }}
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