diff options
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/LSL_Types.cs | 6 |
2 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index e332f0f..e64fb36 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | |||
@@ -191,13 +191,13 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
191 | public double llVecMag(LSL_Types.Vector3 v) | 191 | public double llVecMag(LSL_Types.Vector3 v) |
192 | { | 192 | { |
193 | m_host.AddScriptLPS(1); | 193 | m_host.AddScriptLPS(1); |
194 | return Math.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z); | 194 | return LSL_Types.Vector3.Mag(v); |
195 | } | 195 | } |
196 | 196 | ||
197 | public LSL_Types.Vector3 llVecNorm(LSL_Types.Vector3 v) | 197 | public LSL_Types.Vector3 llVecNorm(LSL_Types.Vector3 v) |
198 | { | 198 | { |
199 | m_host.AddScriptLPS(1); | 199 | m_host.AddScriptLPS(1); |
200 | double mag = Math.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z); | 200 | double mag = LSL_Types.Vector3.Mag(v); |
201 | LSL_Types.Vector3 nor = new LSL_Types.Vector3(); | 201 | LSL_Types.Vector3 nor = new LSL_Types.Vector3(); |
202 | nor.x = v.x / mag; | 202 | nor.x = v.x / mag; |
203 | nor.y = v.y / mag; | 203 | nor.y = v.y / mag; |
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs index ca2136b..c86c87a 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs | |||
@@ -231,14 +231,14 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
231 | ); | 231 | ); |
232 | } | 232 | } |
233 | 233 | ||
234 | public static float Mag(Vector3 v) | 234 | public static double Mag(Vector3 v) |
235 | { | 235 | { |
236 | return (float)Math.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z); | 236 | return Math.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z); |
237 | } | 237 | } |
238 | 238 | ||
239 | public static Vector3 Norm(Vector3 vector) | 239 | public static Vector3 Norm(Vector3 vector) |
240 | { | 240 | { |
241 | float mag = Mag(vector); | 241 | double mag = Mag(vector); |
242 | return new Vector3(vector.x / mag, vector.y / mag, vector.z / mag); | 242 | return new Vector3(vector.x / mag, vector.y / mag, vector.z / mag); |
243 | } | 243 | } |
244 | 244 | ||