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@@ -1,7 +1,7 @@
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using System;
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using System.Globalization;
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-namespace PF
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+namespace UnityEngine
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{
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[Serializable]
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public struct Vector3: IEquatable<Vector3>
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@@ -19,17 +19,6 @@ namespace PF
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public float x;
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public float y;
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public float z;
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-#if !SERVER
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- public static implicit operator UnityEngine.Vector3(Vector3 v3)
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- {
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- return new UnityEngine.Vector3(v3.x, v3.y, v3.z);
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- }
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-
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- public static implicit operator Vector3(UnityEngine.Vector3 v3)
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- {
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- return new Vector3(v3.x, v3.y, v3.z);
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- }
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-#endif
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public Vector3(float x, float y, float z)
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{
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@@ -53,15 +42,15 @@ namespace PF
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public override string ToString()
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{
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CultureInfo currentCulture = CultureInfo.CurrentCulture;
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- return string.Format((IFormatProvider) currentCulture, "({0}, {1}, {2})", (object) this.x.ToString((IFormatProvider) currentCulture),
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- (object) this.y.ToString((IFormatProvider) currentCulture),
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- (object) this.z.ToString((IFormatProvider) currentCulture));
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+ return string.Format(currentCulture, "({0}, {1}, {2})", this.x.ToString(currentCulture),
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+ this.y.ToString(currentCulture),
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+ this.z.ToString(currentCulture));
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}
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public bool Equals(Vector3 other)
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{
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- if ((double) this.x == (double) other.x && (double) this.y == (double) other.y)
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- return (double) this.z == (double) other.z;
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+ if (this.x == (double) other.x && this.y == (double) other.y)
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+ return this.z == (double) other.z;
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return false;
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}
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@@ -80,12 +69,12 @@ namespace PF
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public float Length()
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{
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- return (float) Math.Sqrt((double) this.x * (double) this.x + (double) this.y * (double) this.y + (double) this.z * (double) this.z);
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+ return (float) Math.Sqrt(this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z);
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}
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public float LengthSquared()
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{
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- return (float) ((double) this.x * (double) this.x + (double) this.y * (double) this.y + (double) this.z * (double) this.z);
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+ return (float) (this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z);
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}
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public float magnitude
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@@ -109,7 +98,7 @@ namespace PF
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float num1 = value1.x - value2.x;
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float num2 = value1.y - value2.y;
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float num3 = value1.z - value2.z;
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- return (float) Math.Sqrt((double) num1 * (double) num1 + (double) num2 * (double) num2 + (double) num3 * (double) num3);
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+ return (float) Math.Sqrt(num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3);
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}
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public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result)
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@@ -117,8 +106,8 @@ namespace PF
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float num1 = value1.x - value2.x;
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float num2 = value1.y - value2.y;
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float num3 = value1.z - value2.z;
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- float num4 = (float) ((double) num1 * (double) num1 + (double) num2 * (double) num2 + (double) num3 * (double) num3);
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- result = (float) Math.Sqrt((double) num4);
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+ float num4 = (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3);
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+ result = (float) Math.Sqrt(num4);
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}
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public static float DistanceSquared(Vector3 value1, Vector3 value2)
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@@ -126,7 +115,7 @@ namespace PF
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float num1 = value1.x - value2.x;
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float num2 = value1.y - value2.y;
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float num3 = value1.z - value2.z;
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- return (float) ((double) num1 * (double) num1 + (double) num2 * (double) num2 + (double) num3 * (double) num3);
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+ return (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3);
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}
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public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)
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@@ -134,27 +123,27 @@ namespace PF
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float num1 = value1.x - value2.x;
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float num2 = value1.y - value2.y;
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float num3 = value1.z - value2.z;
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- result = (float) ((double) num1 * (double) num1 + (double) num2 * (double) num2 + (double) num3 * (double) num3);
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+ result = (float) (num1 * (double) num1 + num2 * (double) num2 + num3 * (double) num3);
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}
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public static float Dot(Vector3 vector1, Vector3 vector2)
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{
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- return (float) ((double) vector1.x * (double) vector2.x + (double) vector1.y * (double) vector2.y +
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- (double) vector1.z * (double) vector2.z);
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+ return (float) (vector1.x * (double) vector2.x + vector1.y * (double) vector2.y +
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+ vector1.z * (double) vector2.z);
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}
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public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result)
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{
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- result = (float) ((double) vector1.x * (double) vector2.x + (double) vector1.y * (double) vector2.y +
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- (double) vector1.z * (double) vector2.z);
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+ result = (float) (vector1.x * (double) vector2.x + vector1.y * (double) vector2.y +
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+ vector1.z * (double) vector2.z);
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}
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public void Normalize()
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{
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- float num1 = (float) ((double) this.x * (double) this.x + (double) this.y * (double) this.y + (double) this.z * (double) this.z);
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- if ((double) num1 < (double) Mathf.Epsilon)
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+ float num1 = (float) (this.x * (double) this.x + this.y * (double) this.y + this.z * (double) this.z);
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+ if (num1 < (double) Mathf.Epsilon)
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return;
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- float num2 = 1f / (float) Math.Sqrt((double) num1);
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+ float num2 = 1f / (float) Math.Sqrt(num1);
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this.x *= num2;
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this.y *= num2;
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this.z *= num2;
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@@ -170,10 +159,10 @@ namespace PF
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public static Vector3 Normalize(Vector3 value)
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{
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- float num1 = (float) ((double) value.x * (double) value.x + (double) value.y * (double) value.y + (double) value.z * (double) value.z);
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- if ((double) num1 < (double) Mathf.Epsilon)
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+ float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y + value.z * (double) value.z);
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+ if (num1 < (double) Mathf.Epsilon)
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return value;
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- float num2 = 1f / (float) Math.Sqrt((double) num1);
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+ float num2 = 1f / (float) Math.Sqrt(num1);
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Vector3 vector3;
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vector3.x = value.x * num2;
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vector3.y = value.y * num2;
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@@ -183,14 +172,14 @@ namespace PF
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public static void Normalize(ref Vector3 value, out Vector3 result)
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{
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- float num1 = (float) ((double) value.x * (double) value.x + (double) value.y * (double) value.y + (double) value.z * (double) value.z);
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- if ((double) num1 < (double) Mathf.Epsilon)
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+ float num1 = (float) (value.x * (double) value.x + value.y * (double) value.y + value.z * (double) value.z);
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+ if (num1 < (double) Mathf.Epsilon)
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{
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result = value;
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}
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else
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{
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- float num2 = 1f / (float) Math.Sqrt((double) num1);
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+ float num2 = 1f / (float) Math.Sqrt(num1);
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result.x = value.x * num2;
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result.y = value.y * num2;
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result.z = value.z * num2;
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@@ -200,17 +189,17 @@ namespace PF
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public static Vector3 Cross(Vector3 vector1, Vector3 vector2)
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{
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Vector3 vector3;
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- vector3.x = (float) ((double) vector1.y * (double) vector2.z - (double) vector1.z * (double) vector2.y);
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- vector3.y = (float) ((double) vector1.z * (double) vector2.x - (double) vector1.x * (double) vector2.z);
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- vector3.z = (float) ((double) vector1.x * (double) vector2.y - (double) vector1.y * (double) vector2.x);
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+ vector3.x = (float) (vector1.y * (double) vector2.z - vector1.z * (double) vector2.y);
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+ vector3.y = (float) (vector1.z * (double) vector2.x - vector1.x * (double) vector2.z);
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+ vector3.z = (float) (vector1.x * (double) vector2.y - vector1.y * (double) vector2.x);
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return vector3;
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}
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public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result)
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{
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- float num1 = (float) ((double) vector1.y * (double) vector2.z - (double) vector1.z * (double) vector2.y);
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- float num2 = (float) ((double) vector1.z * (double) vector2.x - (double) vector1.x * (double) vector2.z);
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- float num3 = (float) ((double) vector1.x * (double) vector2.y - (double) vector1.y * (double) vector2.x);
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+ float num1 = (float) (vector1.y * (double) vector2.z - vector1.z * (double) vector2.y);
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+ float num2 = (float) (vector1.z * (double) vector2.x - vector1.x * (double) vector2.z);
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+ float num3 = (float) (vector1.x * (double) vector2.y - vector1.y * (double) vector2.x);
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result.x = num1;
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result.y = num2;
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result.z = num3;
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@@ -219,7 +208,7 @@ namespace PF
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public static Vector3 Reflect(Vector3 vector, Vector3 normal)
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{
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float num =
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- (float) ((double) vector.x * (double) normal.x + (double) vector.y * (double) normal.y + (double) vector.z * (double) normal.z);
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+ (float) (vector.x * (double) normal.x + vector.y * (double) normal.y + vector.z * (double) normal.z);
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Vector3 vector3;
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vector3.x = vector.x - 2f * num * normal.x;
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vector3.y = vector.y - 2f * num * normal.y;
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@@ -230,7 +219,7 @@ namespace PF
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public static void Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result)
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{
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float num =
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- (float) ((double) vector.x * (double) normal.x + (double) vector.y * (double) normal.y + (double) vector.z * (double) normal.z);
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+ (float) (vector.x * (double) normal.x + vector.y * (double) normal.y + vector.z * (double) normal.z);
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result.x = vector.x - 2f * num * normal.x;
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result.y = vector.y - 2f * num * normal.y;
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result.z = vector.z - 2f * num * normal.z;
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@@ -321,7 +310,7 @@ namespace PF
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public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount)
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{
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amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
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- amount = (float) ((double) amount * (double) amount * (3.0 - 2.0 * (double) amount));
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+ amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount));
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Vector3 vector3;
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vector3.x = value1.x + (value2.x - value1.x) * amount;
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vector3.y = value1.y + (value2.y - value1.y) * amount;
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@@ -332,7 +321,7 @@ namespace PF
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public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
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{
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amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
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- amount = (float) ((double) amount * (double) amount * (3.0 - 2.0 * (double) amount));
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+ amount = (float) (amount * (double) amount * (3.0 - 2.0 * amount));
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result.x = value1.x + (value2.x - value1.x) * amount;
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result.y = value1.y + (value2.y - value1.y) * amount;
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result.z = value1.z + (value2.z - value1.z) * amount;
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@@ -342,17 +331,17 @@ namespace PF
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{
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float num1 = amount * amount;
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float num2 = amount * num1;
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- float num3 = (float) (2.0 * (double) num2 - 3.0 * (double) num1 + 1.0);
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- float num4 = (float) (-2.0 * (double) num2 + 3.0 * (double) num1);
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+ float num3 = (float) (2.0 * num2 - 3.0 * num1 + 1.0);
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+ float num4 = (float) (-2.0 * num2 + 3.0 * num1);
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float num5 = num2 - 2f * num1 + amount;
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float num6 = num2 - num1;
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Vector3 vector3;
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- vector3.x = (float) ((double) value1.x * (double) num3 + (double) value2.x * (double) num4 + (double) tangent1.x * (double) num5 +
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- (double) tangent2.x * (double) num6);
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- vector3.y = (float) ((double) value1.y * (double) num3 + (double) value2.y * (double) num4 + (double) tangent1.y * (double) num5 +
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- (double) tangent2.y * (double) num6);
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- vector3.z = (float) ((double) value1.z * (double) num3 + (double) value2.z * (double) num4 + (double) tangent1.z * (double) num5 +
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- (double) tangent2.z * (double) num6);
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+ vector3.x = (float) (value1.x * (double) num3 + value2.x * (double) num4 + tangent1.x * (double) num5 +
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+ tangent2.x * (double) num6);
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+ vector3.y = (float) (value1.y * (double) num3 + value2.y * (double) num4 + tangent1.y * (double) num5 +
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+ tangent2.y * (double) num6);
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+ vector3.z = (float) (value1.z * (double) num3 + value2.z * (double) num4 + tangent1.z * (double) num5 +
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+ tangent2.z * (double) num6);
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return vector3;
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}
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@@ -361,16 +350,16 @@ namespace PF
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{
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float num1 = amount * amount;
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float num2 = amount * num1;
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- float num3 = (float) (2.0 * (double) num2 - 3.0 * (double) num1 + 1.0);
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- float num4 = (float) (-2.0 * (double) num2 + 3.0 * (double) num1);
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+ float num3 = (float) (2.0 * num2 - 3.0 * num1 + 1.0);
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+ float num4 = (float) (-2.0 * num2 + 3.0 * num1);
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float num5 = num2 - 2f * num1 + amount;
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float num6 = num2 - num1;
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- result.x = (float) ((double) value1.x * (double) num3 + (double) value2.x * (double) num4 + (double) tangent1.x * (double) num5 +
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- (double) tangent2.x * (double) num6);
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- result.y = (float) ((double) value1.y * (double) num3 + (double) value2.y * (double) num4 + (double) tangent1.y * (double) num5 +
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- (double) tangent2.y * (double) num6);
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- result.z = (float) ((double) value1.z * (double) num3 + (double) value2.z * (double) num4 + (double) tangent1.z * (double) num5 +
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- (double) tangent2.z * (double) num6);
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+ result.x = (float) (value1.x * (double) num3 + value2.x * (double) num4 + tangent1.x * (double) num5 +
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+ tangent2.x * (double) num6);
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+ result.y = (float) (value1.y * (double) num3 + value2.y * (double) num4 + tangent1.y * (double) num5 +
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+ tangent2.y * (double) num6);
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+ result.z = (float) (value1.z * (double) num3 + value2.z * (double) num4 + tangent1.z * (double) num5 +
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+ tangent2.z * (double) num6);
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}
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public static Vector3 Negate(Vector3 value)
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@@ -489,22 +478,22 @@ namespace PF
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private static float magnitudeStatic(ref Vector3 inV)
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{
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- return (float) Math.Sqrt((double) Vector3.Dot(inV, inV));
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+ return (float) Math.Sqrt(Vector3.Dot(inV, inV));
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}
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private static Vector3 orthoNormalVectorFast(ref Vector3 n)
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{
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Vector3 vector3;
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- if ((double) Math.Abs(n.z) > (double) Vector3.k1OverSqrt2)
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+ if (Math.Abs(n.z) > (double) Vector3.k1OverSqrt2)
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{
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- float num = 1f / (float) Math.Sqrt((double) n.y * (double) n.y + (double) n.z * (double) n.z);
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+ float num = 1f / (float) Math.Sqrt(n.y * (double) n.y + n.z * (double) n.z);
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vector3.x = 0.0f;
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vector3.y = -n.z * num;
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vector3.z = n.y * num;
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}
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else
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{
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- float num = 1f / (float) Math.Sqrt((double) n.x * (double) n.x + (double) n.y * (double) n.y);
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+ float num = 1f / (float) Math.Sqrt(n.x * (double) n.x + n.y * (double) n.y);
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vector3.x = -n.y * num;
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vector3.y = n.x * num;
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vector3.z = 0.0f;
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@@ -516,14 +505,14 @@ namespace PF
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public static void OrthoNormalize(ref Vector3 normal, ref Vector3 tangent)
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{
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float num1 = Vector3.magnitudeStatic(ref normal);
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- if ((double) num1 > (double) Mathf.Epsilon)
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+ if (num1 > (double) Mathf.Epsilon)
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normal /= num1;
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else
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normal = new Vector3(1f, 0.0f, 0.0f);
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float num2 = Vector3.Dot(normal, tangent);
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tangent -= num2 * normal;
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float num3 = Vector3.magnitudeStatic(ref tangent);
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- if ((double) num3 < (double) Mathf.Epsilon)
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+ if (num3 < (double) Mathf.Epsilon)
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tangent = Vector3.orthoNormalVectorFast(ref normal);
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else
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tangent /= num3;
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@@ -532,14 +521,14 @@ namespace PF
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public static void OrthoNormalize(ref Vector3 normal, ref Vector3 tangent, ref Vector3 binormal)
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{
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float num1 = Vector3.magnitudeStatic(ref normal);
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- if ((double) num1 > (double) Mathf.Epsilon)
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+ if (num1 > (double) Mathf.Epsilon)
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normal /= num1;
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else
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normal = new Vector3(1f, 0.0f, 0.0f);
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float num2 = Vector3.Dot(normal, tangent);
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tangent -= num2 * normal;
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float num3 = Vector3.magnitudeStatic(ref tangent);
|
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- if ((double) num3 > (double) Mathf.Epsilon)
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+ if (num3 > (double) Mathf.Epsilon)
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tangent /= num3;
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else
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tangent = Vector3.orthoNormalVectorFast(ref normal);
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@@ -547,7 +536,7 @@ namespace PF
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float num5 = Vector3.Dot(normal, binormal);
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binormal -= num5 * normal + num4 * tangent;
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float num6 = Vector3.magnitudeStatic(ref binormal);
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- if ((double) num6 > (double) Mathf.Epsilon)
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+ if (num6 > (double) Mathf.Epsilon)
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binormal /= num6;
|
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else
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binormal = Vector3.Cross(normal, tangent);
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@@ -592,7 +581,7 @@ namespace PF
|
|
|
|
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public static bool operator ==(Vector3 lhs, Vector3 rhs)
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|
|
{
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- return (double) (lhs - rhs).sqrMagnitude < 9.99999943962493E-11;
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|
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+ return (lhs - rhs).sqrMagnitude < 9.99999943962493E-11;
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|
|
}
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|
|
|
|
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public static bool operator !=(Vector3 lhs, Vector3 rhs)
|