public static Vector3Double SmoothDamp(Vector3Double current, Vector3Double target, ref Vector3Double currentVelocity,
                                                   double smoothTime, double maxSpeed, double deltaTime)
            {
                smoothTime = CGMath.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))
                {
                    return(vector3_4);
                }

                vector3_4       = vector3_1;
                currentVelocity = (vector3_4 - vector3_1) / deltaTime;

                return(vector3_4);
            }
 public static Vector3Double Max(Vector3Double lhs, Vector3Double rhs)
 {
     return(new Vector3Double(CGMath.Max(lhs.x, rhs.x), CGMath.Max(lhs.y, rhs.y), CGMath.Max(lhs.z, rhs.z)));
 }