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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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