From b87ba5449cfb364dfbcd5709ea83a348b6622635 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Mon, 3 Oct 2022 16:29:22 +0100 Subject: [PATCH] a little use of MathF --- OpenSim/Framework/Util.cs | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index 607be37212..dd85a3e759 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs @@ -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,