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)); }