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NumberHelpers.cs 3.6KB

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  1. using System;
  2. using System.Runtime.CompilerServices;
  3. namespace UnityEngine.InputSystem.Utilities
  4. {
  5. internal static class NumberHelpers
  6. {
  7. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  8. public static int AlignToMultipleOf(this int number, int alignment)
  9. {
  10. var remainder = number % alignment;
  11. if (remainder == 0)
  12. return number;
  13. return number + alignment - remainder;
  14. }
  15. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  16. public static long AlignToMultipleOf(this long number, long alignment)
  17. {
  18. var remainder = number % alignment;
  19. if (remainder == 0)
  20. return number;
  21. return number + alignment - remainder;
  22. }
  23. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  24. public static uint AlignToMultipleOf(this uint number, uint alignment)
  25. {
  26. var remainder = number % alignment;
  27. if (remainder == 0)
  28. return number;
  29. return number + alignment - remainder;
  30. }
  31. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  32. public static bool Approximately(double a, double b)
  33. {
  34. return Math.Abs(b - a) < Math.Max(1E-06 * Math.Max(Math.Abs(a), Math.Abs(b)), double.Epsilon * 8);
  35. }
  36. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  37. public static float IntToNormalizedFloat(int value, int minValue, int maxValue)
  38. {
  39. if (value <= minValue)
  40. return 0.0f;
  41. if (value >= maxValue)
  42. return 1.0f;
  43. // using double here because int.MaxValue is not representable in floats
  44. // as int.MaxValue = 2147483647 will become 2147483648.0 when casted to a float
  45. return (float)(((double)value - minValue) / ((double)maxValue - minValue));
  46. }
  47. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  48. public static int NormalizedFloatToInt(float value, int intMinValue, int intMaxValue)
  49. {
  50. if (value <= 0.0f)
  51. return intMinValue;
  52. if (value >= 1.0f)
  53. return intMaxValue;
  54. return (int)(value * ((double)intMaxValue - intMinValue) + intMinValue);
  55. }
  56. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  57. public static float UIntToNormalizedFloat(uint value, uint minValue, uint maxValue)
  58. {
  59. if (value <= minValue)
  60. return 0.0f;
  61. if (value >= maxValue)
  62. return 1.0f;
  63. // using double here because uint.MaxValue is not representable in floats
  64. return (float)(((double)value - minValue) / ((double)maxValue - minValue));
  65. }
  66. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  67. public static uint NormalizedFloatToUInt(float value, uint uintMinValue, uint uintMaxValue)
  68. {
  69. if (value <= 0.0f)
  70. return uintMinValue;
  71. if (value >= 1.0f)
  72. return uintMaxValue;
  73. return (uint)(value * ((double)uintMaxValue - uintMinValue) + uintMinValue);
  74. }
  75. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  76. public static uint RemapUIntBitsToNormalizeFloatToUIntBits(uint value, uint inBitSize, uint outBitSize)
  77. {
  78. var inMaxValue = (uint)((1UL << (int)inBitSize) - 1);
  79. var outMaxValue = (uint)((1UL << (int)outBitSize) - 1);
  80. var normFloat = UIntToNormalizedFloat(value, 0, inMaxValue);
  81. return NormalizedFloatToUInt(normFloat, 0, outMaxValue);
  82. }
  83. }
  84. }