9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
98 lines
3.6 KiB
C#
98 lines
3.6 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace UnityEngine.InputSystem.Utilities
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{
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internal static class NumberHelpers
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int AlignToMultipleOf(this int number, int alignment)
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{
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var remainder = number % alignment;
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if (remainder == 0)
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return number;
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return number + alignment - remainder;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static long AlignToMultipleOf(this long number, long alignment)
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{
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var remainder = number % alignment;
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if (remainder == 0)
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return number;
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return number + alignment - remainder;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static uint AlignToMultipleOf(this uint number, uint alignment)
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{
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var remainder = number % alignment;
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if (remainder == 0)
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return number;
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return number + alignment - remainder;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool Approximately(double a, double b)
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{
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return Math.Abs(b - a) < Math.Max(1E-06 * Math.Max(Math.Abs(a), Math.Abs(b)), double.Epsilon * 8);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float IntToNormalizedFloat(int value, int minValue, int maxValue)
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{
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if (value <= minValue)
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return 0.0f;
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if (value >= maxValue)
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return 1.0f;
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// using double here because int.MaxValue is not representable in floats
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// as int.MaxValue = 2147483647 will become 2147483648.0 when casted to a float
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return (float)(((double)value - minValue) / ((double)maxValue - minValue));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int NormalizedFloatToInt(float value, int intMinValue, int intMaxValue)
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{
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if (value <= 0.0f)
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return intMinValue;
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if (value >= 1.0f)
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return intMaxValue;
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return (int)(value * ((double)intMaxValue - intMinValue) + intMinValue);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float UIntToNormalizedFloat(uint value, uint minValue, uint maxValue)
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{
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if (value <= minValue)
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return 0.0f;
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if (value >= maxValue)
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return 1.0f;
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// using double here because uint.MaxValue is not representable in floats
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return (float)(((double)value - minValue) / ((double)maxValue - minValue));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static uint NormalizedFloatToUInt(float value, uint uintMinValue, uint uintMaxValue)
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{
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if (value <= 0.0f)
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return uintMinValue;
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if (value >= 1.0f)
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return uintMaxValue;
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return (uint)(value * ((double)uintMaxValue - uintMinValue) + uintMinValue);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static uint RemapUIntBitsToNormalizeFloatToUIntBits(uint value, uint inBitSize, uint outBitSize)
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{
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var inMaxValue = (uint)((1UL << (int)inBitSize) - 1);
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var outMaxValue = (uint)((1UL << (int)outBitSize) - 1);
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var normFloat = UIntToNormalizedFloat(value, 0, inMaxValue);
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return NormalizedFloatToUInt(normFloat, 0, outMaxValue);
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}
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}
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}
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