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- using System;
- using System.Runtime.CompilerServices;
-
- namespace UnityEngine.InputSystem.Utilities
- {
- internal static class NumberHelpers
- {
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static int AlignToMultipleOf(this int number, int alignment)
- {
- var remainder = number % alignment;
- if (remainder == 0)
- return number;
-
- return number + alignment - remainder;
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static long AlignToMultipleOf(this long number, long alignment)
- {
- var remainder = number % alignment;
- if (remainder == 0)
- return number;
-
- return number + alignment - remainder;
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static uint AlignToMultipleOf(this uint number, uint alignment)
- {
- var remainder = number % alignment;
- if (remainder == 0)
- return number;
-
- return number + alignment - remainder;
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static bool Approximately(double a, double b)
- {
- return Math.Abs(b - a) < Math.Max(1E-06 * Math.Max(Math.Abs(a), Math.Abs(b)), double.Epsilon * 8);
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float IntToNormalizedFloat(int value, int minValue, int maxValue)
- {
- if (value <= minValue)
- return 0.0f;
- if (value >= maxValue)
- return 1.0f;
- // using double here because int.MaxValue is not representable in floats
- // as int.MaxValue = 2147483647 will become 2147483648.0 when casted to a float
- return (float)(((double)value - minValue) / ((double)maxValue - minValue));
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static int NormalizedFloatToInt(float value, int intMinValue, int intMaxValue)
- {
- if (value <= 0.0f)
- return intMinValue;
- if (value >= 1.0f)
- return intMaxValue;
- return (int)(value * ((double)intMaxValue - intMinValue) + intMinValue);
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float UIntToNormalizedFloat(uint value, uint minValue, uint maxValue)
- {
- if (value <= minValue)
- return 0.0f;
- if (value >= maxValue)
- return 1.0f;
- // using double here because uint.MaxValue is not representable in floats
- return (float)(((double)value - minValue) / ((double)maxValue - minValue));
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static uint NormalizedFloatToUInt(float value, uint uintMinValue, uint uintMaxValue)
- {
- if (value <= 0.0f)
- return uintMinValue;
- if (value >= 1.0f)
- return uintMaxValue;
- return (uint)(value * ((double)uintMaxValue - uintMinValue) + uintMinValue);
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static uint RemapUIntBitsToNormalizeFloatToUIntBits(uint value, uint inBitSize, uint outBitSize)
- {
- var inMaxValue = (uint)((1UL << (int)inBitSize) - 1);
- var outMaxValue = (uint)((1UL << (int)outBitSize) - 1);
-
- var normFloat = UIntToNormalizedFloat(value, 0, inMaxValue);
- return NormalizedFloatToUInt(normFloat, 0, outMaxValue);
- }
- }
- }
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