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;
}
///
/// Gets the magnitude of the vector.
///
/// The magnitude.
public double magnitude
{
get
{
return M.Sqrt(x * x + y * y + z * z);
}
}
///
/// Gets the normalized version of this vector.
///
/// The normalized.
public DVector3 normalized
{
get
{
var m = magnitude;
if (m < 0.00000001)
{
return new DVector3();
}
return new DVector3(x, y, z) / magnitude;
}
}
///
/// Initializes a new instance of the struct.
///
public DVector3(double newX = 0.0, double newY = 0.0, double newZ = 0.0)
{
x = newX;
y = newY;
z = newZ;
}
///
/// Converts to a Vector3.
///
/// The vector2.
public Vector3 toVector3()
{
return new Vector3((float)x, (float)y, (float)z);
}
///
/// Equals the specified v and e.
///
/// The equals.
/// V.
/// E.
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);
}
///
/// Normalize this instance.
///
public void Normalize()
{
double m = magnitude;
x /= m;
y /= m;
z /= m;
}
///
/// Set the specified x and y.
///
///
///
///
public void Set(double xx = 0.0, double yy = 0.0, double zz = 0.0)
{
x = xx;
y = yy;
z = zz;
}
///
/// Returns a that represents the current .
///
/// A that represents the current .
override public string ToString()
{
return "(" + x + ", " + y + ", " + z + ")";
}
///
/// Dot the specified a and b.
///
/// The dot.
/// The alpha component.
/// The blue component.
public static double Dot(DVector3 a, DVector3 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
///
/// Distance the specified a and b.
///
/// The distance.
/// The alpha component.
/// The blue component.
public static double Distance(DVector3 a, DVector3 b)
{
return M.Sqrt(a.x * b.x + a.y * b.y + a.z * b.z);
}
///
/// Lerp the specified a, b and t.
///
/// The lerp.
/// The alpha component.
/// The blue component.
/// T.
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;
}
///
/// Computes the product of a and b, yielding a new .
///
/// The to multiply.
/// The to multiply.
/// The that is the a * b.
public static DVector3 operator *(DVector3 a, double b)
{
return new DVector3(
b * a.x,
b * a.y,
b * a.z
);
}
///
/// Computes the product of a and b, yielding a new .
///
/// The to multiply.
/// The to multiply.
/// The that is the a * b.
public static DVector3 operator *(double b, DVector3 a)
{
return new DVector3(
b * a.x,
b * a.y,
b * a.z
);
}
///
/// Computes the division of a and b, yielding a new .
///
/// The to divide (the divident).
/// The to divide (the divisor).
/// The that is the a / b.
public static DVector3 operator /(DVector3 a, double b)
{
return new DVector3(
a.x / b,
a.y / b,
a.z / b
);
}
///
/// Adds a to a , yielding a new .
///
/// The first to add.
/// The second to add.
/// The that is the sum of the values of a and b.
public static DVector3 operator +(DVector3 a, DVector3 b)
{
return new DVector3(
a.x + b.x,
a.y + b.y,
a.z + b.z
);
}
///
/// Subtracts a from a , yielding a new .
///
/// The to subtract from (the minuend).
/// The to subtract (the subtrahend).
/// The that is the a minus b.
public static DVector3 operator -(DVector3 a, DVector3 b)
{
return new DVector3(
a.x - b.x,
a.y - b.y,
a.z - b.z
);
}
}
}