UnityEngine.Vector3Double.Dot(UnityEngine.Vector3Double, UnityEngine.Vector3Double)

Here are the examples of the csharp api UnityEngine.Vector3Double.Dot(UnityEngine.Vector3Double, UnityEngine.Vector3Double) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

5 Examples 7

19 Source : Vector3Double.cs
with GNU General Public License v3.0
from nickkoza

public static Vector3Double SmoothDamp(Vector3Double current, Vector3Double target, ref Vector3Double currentVelocity, double smoothTime, double maxSpeed, double deltaTime) {
			smoothTime = Mathd.Max(0.0001d, smoothTime);
			double num1 = 2d / smoothTime;
			double num2 = num1 * deltaTime;
			double num3 = (1.0d / (1.0d + num2 + 0.479999989271164d * num2 * num2 + 0.234999999403954d * num2 * num2 * num2));
			Vector3Double vector = current - target;
			Vector3Double vector3_1 = target;
			double maxLength = maxSpeed * smoothTime;
			Vector3Double vector3_2 = Vector3Double.ClampMagnitude(vector, maxLength);
			target = current - vector3_2;
			Vector3Double vector3_3 = (currentVelocity + num1 * vector3_2) * deltaTime;
			currentVelocity = (currentVelocity - num1 * vector3_3) * num3;
			Vector3Double vector3_4 = target + (vector3_2 + vector3_3) * num3;
			if (Vector3Double.Dot(vector3_1 - current, vector3_4 - vector3_1) > 0.0) {
				vector3_4 = vector3_1;
				currentVelocity = (vector3_4 - vector3_1) / deltaTime;
			}
			return vector3_4;
		}

19 Source : Vector3Double.cs
with GNU General Public License v3.0
from nickkoza

public static Vector3Double Reflect(Vector3Double inDirection, Vector3Double inNormal) {
			return -2d * Vector3Double.Dot(inNormal, inDirection) * inNormal + inDirection;
		}

19 Source : Vector3Double.cs
with GNU General Public License v3.0
from nickkoza

public static Vector3Double Project(Vector3Double vector, Vector3Double onNormal) {
			double num = Vector3Double.Dot(onNormal, onNormal);
			if (num < 1.40129846432482E-45d)
				return Vector3Double.zero;
			else
				return onNormal * Vector3Double.Dot(vector, onNormal) / num;
		}

19 Source : Vector3Double.cs
with GNU General Public License v3.0
from nickkoza

public static double Angle(Vector3Double from, Vector3Double to) {
			return Mathd.Acos(Mathd.Clamp(Vector3Double.Dot(from.normalized, to.normalized), -1d, 1d)) * 57.29578d;
		}

19 Source : Vector3Double.cs
with GNU General Public License v3.0
from nickkoza

[Obsolete("Use Vector3Double.Angle instead. AngleBetween uses radians instead of degrees and was deprecated for this reason")]
		public static double AngleBetween(Vector3Double from, Vector3Double to) {
			return Mathd.Acos(Mathd.Clamp(Vector3Double.Dot(from.normalized, to.normalized), -1d, 1d));
		}