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* Optimized usings
* shortened references * Removed redundant 'this' * Normalized EOF
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@@ -28,7 +28,6 @@
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using System;
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namespace OpenSim.Region.Physics.Manager
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{
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public class PhysicsVector
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@@ -68,27 +67,27 @@ namespace OpenSim.Region.Physics.Manager
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public static PhysicsVector cross(PhysicsVector a, PhysicsVector b)
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{
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return new PhysicsVector(a.Y * b.Z - a.Z * b.Y, a.Z * b.X - a.X * b.Z, a.X * b.Y - a.Y * b.X);
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return new PhysicsVector(a.Y*b.Z - a.Z*b.Y, a.Z*b.X - a.X*b.Z, a.X*b.Y - a.Y*b.X);
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}
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public float length()
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{
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return (float)Math.Sqrt(X*X + Y*Y + Z*Z);
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return (float) Math.Sqrt(X*X + Y*Y + Z*Z);
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}
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public static PhysicsVector operator / (PhysicsVector v, float f)
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public static PhysicsVector operator /(PhysicsVector v, float f)
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{
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return new PhysicsVector(v.X / f, v.Y / f, v.Z / f);
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return new PhysicsVector(v.X/f, v.Y/f, v.Z/f);
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}
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public static PhysicsVector operator *(PhysicsVector v, float f)
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{
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return new PhysicsVector(v.X * f, v.Y * f, v.Z * f);
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return new PhysicsVector(v.X*f, v.Y*f, v.Z*f);
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}
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public static PhysicsVector operator *(float f, PhysicsVector v)
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{
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return v * f;
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return v*f;
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}
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public virtual bool IsIdentical(PhysicsVector v, float tolerance)
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@@ -101,4 +100,4 @@ namespace OpenSim.Region.Physics.Manager
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return false;
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}
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}
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}
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}
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