UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Utilities/NumberHelpers.cs

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2024-10-27 10:53:47 +03:00
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);
}
}
}