public SrdXrPosef(SrdXrQuaternionf in_orientation, SrdXrVector3f in_position)
 {
     orientation = in_orientation;
     position    = in_position;
 }
 public float Dot(SrdXrVector3f a)
 {
     return(x * a.x + y * a.y + z * a.z);
 }
 private static Vector3 ToUnityVector(SrdXrVector3f v)
 {
     return(new Vector3(v.x, v.y, v.z));
 }