public static Vector3 Square(this Vector3 v) { return(V3Extension.DotMul(v, v)); }
void Right(float value) { V3Extension.Add(ref moveAccel, transform.right); }
void Left(float value) { V3Extension.Subtract(ref moveAccel, transform.right); }
void Back(float value) { V3Extension.Subtract(ref moveAccel, transform.forward); }
void Forward(float value) { V3Extension.Add(ref moveAccel, transform.forward); }
/// @return 1 if totally the same orientations, <0 if not matched. the less, the less matched. public float GetMatchScore() { return(1 - V3Extension.DotDiv(m_distance, m_realThres).Max()); }