a little use of MathF

This commit is contained in:
UbitUmarov
2022-10-03 16:29:22 +01:00
parent d6a2541179
commit b87ba5449c

View File

@@ -366,11 +366,11 @@ namespace OpenSim.Framework
public static Quaternion Axes2Rot(Vector3 fwd, Vector3 left, Vector3 up)
{
float s;
float tr = (float)(fwd.X + left.Y + up.Z + 1.0);
float tr = (fwd.X + left.Y + up.Z + 1.0f);
if (tr >= 1.0)
{
s = (float)(0.5 / Math.Sqrt(tr));
s = (0.5f / MathF.Sqrt(tr));
return new Quaternion(
(left.Z - up.Y) * s,
(up.X - fwd.Z) * s,
@@ -383,9 +383,9 @@ namespace OpenSim.Framework
if (max < fwd.X)
{
s = (float)(Math.Sqrt(fwd.X - (left.Y + up.Z) + 1.0));
float x = (float)(s * 0.5);
s = (float)(0.5 / s);
s = MathF.Sqrt(fwd.X - (left.Y + up.Z) + 1.0f);
float x = s * 0.5f;
s = 0.5f / s;
return new Quaternion(
x,
(fwd.Y + left.X) * s,
@@ -394,9 +394,9 @@ namespace OpenSim.Framework
}
else if (max == left.Y)
{
s = (float)(Math.Sqrt(left.Y - (up.Z + fwd.X) + 1.0));
float y = (float)(s * 0.5);
s = (float)(0.5 / s);
s = MathF.Sqrt(left.Y - (up.Z + fwd.X) + 1.0f);
float y = s * 0.5f;
s = 0.5f / s;
return new Quaternion(
(fwd.Y + left.X) * s,
y,
@@ -405,9 +405,9 @@ namespace OpenSim.Framework
}
else
{
s = (float)(Math.Sqrt(up.Z - (fwd.X + left.Y) + 1.0));
float z = (float)(s * 0.5);
s = (float)(0.5 / s);
s = MathF.Sqrt(up.Z - (fwd.X + left.Y) + 1.0f);
float z = s * 0.5f;
s = 0.5f / s;
return new Quaternion(
(up.X + fwd.Z) * s,
(left.Z + up.Y) * s,