a little use of MathF

UbitUmarov [2022-10-03 17:43:52]
a little use of MathF
Filename
OpenSim/Framework/RegionSettings.cs
OpenSim/Framework/TerrainData.cs
OpenSim/Framework/ViewerEnvironment.cs
OpenSim/Framework/ViewerWater.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
diff --git a/OpenSim/Framework/RegionSettings.cs b/OpenSim/Framework/RegionSettings.cs
index ff9ae3c..ecc87cc 100644
--- a/OpenSim/Framework/RegionSettings.cs
+++ b/OpenSim/Framework/RegionSettings.cs
@@ -54,10 +54,10 @@ namespace OpenSim.Framework
             Vector3 dir = Vector3.Normalize(offset);

             // Get the bearing (yaw)
-            Yaw = (float)Math.Atan2(dir.Y, dir.X);
+            Yaw = MathF.Atan2(dir.Y, dir.X);

             // Get the elevation (pitch)
-            Pitch = (float)-Math.Atan2(dir.Z, Math.Sqrt(dir.X * dir.X + dir.Y * dir.Y));
+            Pitch = -MathF.Atan2(dir.Z, MathF.Sqrt(dir.X * dir.X + dir.Y * dir.Y));
         }

         public Vector3 GetLocation(Vector3 pos, Quaternion rot)
diff --git a/OpenSim/Framework/TerrainData.cs b/OpenSim/Framework/TerrainData.cs
index 7b4905a..f937b70 100644
--- a/OpenSim/Framework/TerrainData.cs
+++ b/OpenSim/Framework/TerrainData.cs
@@ -519,7 +519,7 @@ namespace OpenSim.Framework
                             for (int xx = 0; xx < SizeX; xx++)
                             {
                                 // reduce to 1mm resolution
-                                float val = (float)Math.Round(m_heightmap[xx, yy],3,MidpointRounding.AwayFromZero);
+                                float val = MathF.Round(m_heightmap[xx, yy],3,MidpointRounding.AwayFromZero);
                                 bw.Write(val);
                             }
                     }
@@ -549,7 +549,7 @@ namespace OpenSim.Framework
                             for (int xx = 0; xx < SizeX; xx++)
                             {
                                 //bw.Write((float)m_heightmap[xx, yy]);
-                                bw.Write((float)Math.Round(m_heightmap[xx, yy], 3, MidpointRounding.AwayFromZero));
+                                bw.Write(MathF.Round(m_heightmap[xx, yy], 3, MidpointRounding.AwayFromZero));
                             }

                         bw.Flush();
diff --git a/OpenSim/Framework/ViewerEnvironment.cs b/OpenSim/Framework/ViewerEnvironment.cs
index 7042c7e..2f26afe 100644
--- a/OpenSim/Framework/ViewerEnvironment.cs
+++ b/OpenSim/Framework/ViewerEnvironment.cs
@@ -115,21 +115,21 @@ namespace OpenSim.Framework
             if (Utils.ApproxEqual(al, 0, 1e-3f) || Utils.ApproxEqual(Math.Abs(al), Utils.TWO_PI, 1e-3f))
             {
                 az *= 0.5f;
-                return new Quaternion(0, 0, (float)Math.Sin(az), (float)Math.Cos(az));
+                return new Quaternion(0, 0, MathF.Sin(az), MathF.Cos(az));
             }

             if (Utils.ApproxEqual(az, 0, 1e-3f) || Utils.ApproxEqual(Math.Abs(az), Utils.TWO_PI, 1e-3f))
             {
                 al *= 0.5f;
-                return new Quaternion(0, -(float)Math.Sin(al), 0, (float)Math.Cos(al));
+                return new Quaternion(0, -MathF.Sin(al), 0, MathF.Cos(al));
             }

             az *= 0.5f;
-            float sz = (float)Math.Sin(az);
-            float cz = (float)Math.Cos(az);
+            float sz = MathF.Sin(az);
+            float cz = MathF.Cos(az);
             al *= 0.5f;
-            float sl = (float)Math.Sin(al);
-            float cl = (float)Math.Cos(al);
+            float sl = MathF.Sin(al);
+            float cl = MathF.Cos(al);

             Quaternion rot = new Quaternion(sl * sz, -sl * cz, cl * sz, cl * cz);
             rot.Normalize();
@@ -142,7 +142,7 @@ namespace OpenSim.Framework
             float al = sun_angle;

             sky.sun_rotation = AzAlToRot(az, al);
-            sky.moon_rotation = AzAlToRot(az, al + (float)Math.PI);
+            sky.moon_rotation = AzAlToRot(az, al + MathF.PI);
         }

         public static Vector3 Xrot(Quaternion rot)
@@ -162,17 +162,16 @@ namespace OpenSim.Framework
             else if (v.Z > -0.12)
             {
                 float m = v.Y * v.Y + v.Z * v.Z;
-                m = 1/(float)Math.Sqrt(m);
+                m = 1.0f / MathF.Sqrt(m);
                 lightnorm = new Vector4(v.Y * m, 0, v.X * m, 1);
             }
             else
                 lightnorm = new Vector4(-v.Y, -v.Z, -v.X, 1);

-            sun_angle = (float)Math.Asin(v.Z);
-            east_angle = -(float)Math.Atan2(v.Y, v.X);
+            sun_angle = MathF.Asin(v.Z);
+            east_angle = -MathF.Atan2(v.Y, v.X);

-
-            if (Math.Abs(east_angle) < 1e-6)
+            if (MathF.Abs(east_angle) < 1e-6f)
                 east_angle = 0;
             else if (east_angle < 0)
                 east_angle = Utils.TWO_PI + east_angle;
@@ -185,7 +184,7 @@ namespace OpenSim.Framework
                 sun_angle = Utils.PI - sun_angle;
             }
             */
-            if (Math.Abs(sun_angle) < 1e-6)
+            if (MathF.Abs(sun_angle) < 1e-6f)
                 sun_angle = 0;
             else if (sun_angle < 0)
                 sun_angle = Utils.TWO_PI + sun_angle;
@@ -197,7 +196,7 @@ namespace OpenSim.Framework
             WaterData water = new WaterData();

             water.waterFogColor = ls.waterColor / 256f;
-            water.waterFogDensity = (float)Math.Pow(2.0f, ls.waterFogDensityExponent);
+            water.waterFogDensity = MathF.Pow(2.0f, ls.waterFogDensityExponent);
             //water.waterFogDensity = ls.waterFogDensityExponent;
             water.underWaterFogMod = ls.underwaterFogModifier;
             water.normScale = ls.reflectionWaveletScale;
@@ -212,7 +211,7 @@ namespace OpenSim.Framework
             water.Name = "LightshareWater";

             SkyData sky = new SkyData();
-            convertFromAngles(sky, 2.0f * (float)Math.PI * ls.sunMoonPosition, 2.0f * (float)Math.PI * ls.eastAngle);
+            convertFromAngles(sky, Utils.TWO_PI * ls.sunMoonPosition, Utils.TWO_PI * ls.eastAngle);
             sky.sunlight_color = ls.sunMoonColor * 3.0f;
             sky.ambient = new Vector3(ls.ambient.X * 3.0f, ls.ambient.Y * 3.0f, ls.ambient.Z * 3.0f);
             sky.blue_horizon = new Vector3(ls.horizon.X * 2.0f, ls.horizon.Y * 2.0f, ls.horizon.Z * 2.0f);
@@ -261,7 +260,7 @@ namespace OpenSim.Framework
                 if (Cycle.waterframes.TryGetValue(te.frameName, out WaterData water))
                 {
                     ls.waterColor = water.waterFogColor * 256f;
-                    ls.waterFogDensityExponent = (float)Math.Sqrt(water.waterFogDensity);
+                    ls.waterFogDensityExponent = MathF.Sqrt(water.waterFogDensity);
                     //ls.waterFogDensityExponent = water.waterFogDensity;
                     ls.underwaterFogModifier = water.underWaterFogMod;
                     ls.reflectionWaveletScale = water.normScale;
@@ -283,8 +282,8 @@ namespace OpenSim.Framework
                 {
                     Vector4 lightnorm;
                     convertToAngles(sky, out ls.sunMoonPosition, out ls.eastAngle, out lightnorm);
-                    ls.sunMoonPosition *= 0.5f / (float)Math.PI;
-                    ls.eastAngle *= 0.5f / (float)Math.PI;
+                    ls.sunMoonPosition *= 0.5f / MathF.PI;
+                    ls.eastAngle *= 0.5f / MathF.PI;
                     ls.sunMoonColor = sky.sunlight_color / 3f;
                     ls.ambient = new Vector4(sky.ambient.X / 3.0f, sky.ambient.Y / 3.0f, sky.ambient.Z / 3.0f, 1);
                     ls.horizon = new Vector4(sky.blue_horizon.X / 2.0f, sky.blue_horizon.Y / 2.0f, sky.blue_horizon.Z / 2.0f, 1);
diff --git a/OpenSim/Framework/ViewerWater.cs b/OpenSim/Framework/ViewerWater.cs
index 41383d2..efc136f 100644
--- a/OpenSim/Framework/ViewerWater.cs
+++ b/OpenSim/Framework/ViewerWater.cs
@@ -83,7 +83,7 @@ namespace OpenSim.Framework
             map["underWaterFogMod"] = underWaterFogMod;
             map["waterFogColor"] = new Vector4(waterFogColor.X, waterFogColor.Y, waterFogColor.Z, 1);
             map["waterFogDensity"] = waterFogDensity;
-            //map["waterFogDensity"] = (float)Math.Pow(2.0f, waterFogDensity);
+            //map["waterFogDensity"] = MathF.Pow(2.0f, waterFogDensity);
             map["wave1Dir"] = wave1Dir;
             map["wave2Dir"] = wave2Dir;

diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 6a3f954..d3d8b86 100755
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -611,7 +611,7 @@ namespace OpenSim
                 return;
             }

-            float angle = (float)(Convert.ToSingle(args[2]) / 180.0 * Math.PI);
+            float angle = Convert.ToSingle(args[2]) / 180.0f * MathF.PI;
             OpenMetaverse.Quaternion rot = OpenMetaverse.Quaternion.CreateFromAxisAngle(0, 0, 1, angle);

             if (args.Length > 4)
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index ad25fb6..02df0f0 100755
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -6757,11 +6757,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
         {
             float a, b;

-            a = Math.Abs(v.X);
-            b = Math.Abs(v.Y);
+            a = MathF.Abs(v.X);
+            b = MathF.Abs(v.Y);
             if (b > a)
                 a = b;
-            b = Math.Abs(v.Z);
+            b = MathF.Abs(v.Z);
             if (b > a)
                 a = b;

@@ -7073,7 +7073,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
                 }
                 else
                 {
-                    a = 1.0f / (float)Math.Sqrt(a);
+                    a = 1.0f / MathF.Sqrt(a);
                     Utils.FloatToUInt16Bytes(rz * a, 1.0f, data, pos); pos += 2;
                     Utils.FloatToUInt16Bytes(rw * a, 1.0f, data, pos); pos += 2;
                 }
@@ -7138,7 +7138,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
                 }
                 else
                 {
-                    a = 1.0f / (float)Math.Sqrt(a);
+                    a = 1.0f / MathF.Sqrt(a);
                     Utils.UInt16ToBytes(Utils.FloatToUnitUInt16(rz * a), data); data += 2;
                     Utils.UInt16ToBytes(Utils.FloatToUnitUInt16(rw * a), data); data += 2;
                 }
@@ -8500,11 +8500,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
                 || (x.ControlFlags & ~(uint)AgentManager.ControlFlags.AGENT_CONTROL_FINISH_ANIM) != (uint)AgentManager.ControlFlags.NONE
                 || (x.Flags != m_thisAgentUpdateArgs.Flags)                 // significant if Flags changed
                 || (x.State != m_thisAgentUpdateArgs.State)                 // significant if Stats changed
-                || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32)      // significant if far distance changed
+                || (MathF.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32f)      // significant if far distance changed
                 )
                 return true;

-            float qdelta = Math.Abs(x.BodyRotation.Dot(m_thisAgentUpdateArgs.BodyRotation));
+            float qdelta = MathF.Abs(x.BodyRotation.Dot(m_thisAgentUpdateArgs.BodyRotation));
             return qdelta < QDELTABody; // significant if body rotation above(below cos) threshold
         }

@@ -8516,15 +8516,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
         /// <param name='x'></param>
         private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
         {
-             return (Math.Abs(x.CameraCenter.X - m_thisAgentUpdateArgs.CameraCenter.X) > VDELTA ||
-                     Math.Abs(x.CameraCenter.Y - m_thisAgentUpdateArgs.CameraCenter.Y) > VDELTA ||
-                     Math.Abs(x.CameraCenter.Z - m_thisAgentUpdateArgs.CameraCenter.Z) > VDELTA ||
+             return (MathF.Abs(x.CameraCenter.X - m_thisAgentUpdateArgs.CameraCenter.X) > VDELTA ||
+                     MathF.Abs(x.CameraCenter.Y - m_thisAgentUpdateArgs.CameraCenter.Y) > VDELTA ||
+                     MathF.Abs(x.CameraCenter.Z - m_thisAgentUpdateArgs.CameraCenter.Z) > VDELTA ||

-                     Math.Abs(x.CameraAtAxis.X - m_thisAgentUpdateArgs.CameraAtAxis.X) > VDELTA ||
-                     Math.Abs(x.CameraAtAxis.Y - m_thisAgentUpdateArgs.CameraAtAxis.Y) > VDELTA ||
+                     MathF.Abs(x.CameraAtAxis.X - m_thisAgentUpdateArgs.CameraAtAxis.X) > VDELTA ||
+                     MathF.Abs(x.CameraAtAxis.Y - m_thisAgentUpdateArgs.CameraAtAxis.Y) > VDELTA ||

-                     Math.Abs(x.CameraUpAxis.X - m_thisAgentUpdateArgs.CameraUpAxis.X) > VDELTA ||
-                     Math.Abs(x.CameraUpAxis.Y - m_thisAgentUpdateArgs.CameraUpAxis.Y) > VDELTA
+                     MathF.Abs(x.CameraUpAxis.X - m_thisAgentUpdateArgs.CameraUpAxis.X) > VDELTA ||
+                     MathF.Abs(x.CameraUpAxis.Y - m_thisAgentUpdateArgs.CameraUpAxis.Y) > VDELTA
             );
          }

@@ -10884,8 +10884,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
                 return;

             ParcelPropertiesRequestPacket.ParcelDataBlock pdb = propertiesRequest.ParcelData;
-            OnParcelPropertiesRequest?.Invoke((int)Math.Round(pdb.West), (int)Math.Round(pdb.South),
-                                              (int)Math.Round(pdb.East), (int)Math.Round(pdb.North),
+            OnParcelPropertiesRequest?.Invoke((int)MathF.Round(pdb.West), (int)MathF.Round(pdb.South),
+                                              (int)MathF.Round(pdb.East), (int)MathF.Round(pdb.North),
                                               pdb.SequenceID, pdb.SnapSelection, this);
         }

@@ -10895,10 +10895,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
             if (landDivide.AgentData.SessionID.NotEqual(m_sessionId) || landDivide.AgentData.AgentID.NotEqual(m_agentId))
                 return;

-            OnParcelDivideRequest?.Invoke((int)Math.Round(landDivide.ParcelData.West),
-                                           (int)Math.Round(landDivide.ParcelData.South),
+            OnParcelDivideRequest?.Invoke((int)MathF.Round(landDivide.ParcelData.West),
+                                           (int)MathF.Round(landDivide.ParcelData.South),
                                            (int)Math.Round(landDivide.ParcelData.East),
-                                           (int)Math.Round(landDivide.ParcelData.North), this);
+                                           (int)MathF.Round(landDivide.ParcelData.North), this);
         }

         private void HandleParcelJoin(Packet Pack)
@@ -10907,10 +10907,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
             if (landJoin.AgentData.SessionID.NotEqual(m_sessionId) || landJoin.AgentData.AgentID.NotEqual(m_agentId))
                 return;

-            OnParcelJoinRequest?.Invoke((int)Math.Round(landJoin.ParcelData.West),
-                                         (int)Math.Round(landJoin.ParcelData.South),
-                                         (int)Math.Round(landJoin.ParcelData.East),
-                                         (int)Math.Round(landJoin.ParcelData.North), this);
+            OnParcelJoinRequest?.Invoke((int)MathF.Round(landJoin.ParcelData.West),
+                                         (int)MathF.Round(landJoin.ParcelData.South),
+                                         (int)MathF.Round(landJoin.ParcelData.East),
+                                         (int)MathF.Round(landJoin.ParcelData.North), this);
         }

         private void HandleParcelPropertiesUpdate(Packet Pack)
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