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-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs26
1 files changed, 13 insertions, 13 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
index 47c2df6..f290dd7 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
@@ -71,24 +71,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
71 [Test] 71 [Test]
72 public void TestllAngleBetween() 72 public void TestllAngleBetween()
73 { 73 {
74 m_testllAngleBetween(new Vector3(1, 0, 0), 0); 74 CheckllAngleBetween(new Vector3(1, 0, 0), 0);
75 m_testllAngleBetween(new Vector3(1, 0, 0), 90); 75 CheckllAngleBetween(new Vector3(1, 0, 0), 90);
76 m_testllAngleBetween(new Vector3(1, 0, 0), 180); 76 CheckllAngleBetween(new Vector3(1, 0, 0), 180);
77 77
78 m_testllAngleBetween(new Vector3(0, 1, 0), 0); 78 CheckllAngleBetween(new Vector3(0, 1, 0), 0);
79 m_testllAngleBetween(new Vector3(0, 1, 0), 90); 79 CheckllAngleBetween(new Vector3(0, 1, 0), 90);
80 m_testllAngleBetween(new Vector3(0, 1, 0), 180); 80 CheckllAngleBetween(new Vector3(0, 1, 0), 180);
81 81
82 m_testllAngleBetween(new Vector3(0, 0, 1), 0); 82 CheckllAngleBetween(new Vector3(0, 0, 1), 0);
83 m_testllAngleBetween(new Vector3(0, 0, 1), 90); 83 CheckllAngleBetween(new Vector3(0, 0, 1), 90);
84 m_testllAngleBetween(new Vector3(0, 0, 1), 180); 84 CheckllAngleBetween(new Vector3(0, 0, 1), 180);
85 85
86 m_testllAngleBetween(new Vector3(1, 1, 1), 0); 86 CheckllAngleBetween(new Vector3(1, 1, 1), 0);
87 m_testllAngleBetween(new Vector3(1, 1, 1), 90); 87 CheckllAngleBetween(new Vector3(1, 1, 1), 90);
88 m_testllAngleBetween(new Vector3(1, 1, 1), 180); 88 CheckllAngleBetween(new Vector3(1, 1, 1), 180);
89 } 89 }
90 90
91 private void m_testllAngleBetween(Vector3 axis,float originalAngle) 91 private void CheckllAngleBetween(Vector3 axis,float originalAngle)
92 { 92 {
93 Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0); 93 Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0);
94 Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle)); 94 Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle));