A game about forced loneliness, made by TACStudios
1using System;
2using System.Runtime.CompilerServices;
3
4namespace UnityEngine.InputSystem.Utilities
5{
6 internal static class NumberHelpers
7 {
8 [MethodImpl(MethodImplOptions.AggressiveInlining)]
9 public static int AlignToMultipleOf(this int number, int alignment)
10 {
11 var remainder = number % alignment;
12 if (remainder == 0)
13 return number;
14
15 return number + alignment - remainder;
16 }
17
18 [MethodImpl(MethodImplOptions.AggressiveInlining)]
19 public static long AlignToMultipleOf(this long number, long alignment)
20 {
21 var remainder = number % alignment;
22 if (remainder == 0)
23 return number;
24
25 return number + alignment - remainder;
26 }
27
28 [MethodImpl(MethodImplOptions.AggressiveInlining)]
29 public static uint AlignToMultipleOf(this uint number, uint alignment)
30 {
31 var remainder = number % alignment;
32 if (remainder == 0)
33 return number;
34
35 return number + alignment - remainder;
36 }
37
38 [MethodImpl(MethodImplOptions.AggressiveInlining)]
39 public static bool Approximately(double a, double b)
40 {
41 return Math.Abs(b - a) < Math.Max(1E-06 * Math.Max(Math.Abs(a), Math.Abs(b)), double.Epsilon * 8);
42 }
43
44 [MethodImpl(MethodImplOptions.AggressiveInlining)]
45 public static float IntToNormalizedFloat(int value, int minValue, int maxValue)
46 {
47 if (value <= minValue)
48 return 0.0f;
49 if (value >= maxValue)
50 return 1.0f;
51 // using double here because int.MaxValue is not representable in floats
52 // as int.MaxValue = 2147483647 will become 2147483648.0 when casted to a float
53 return (float)(((double)value - minValue) / ((double)maxValue - minValue));
54 }
55
56 [MethodImpl(MethodImplOptions.AggressiveInlining)]
57 public static int NormalizedFloatToInt(float value, int intMinValue, int intMaxValue)
58 {
59 if (value <= 0.0f)
60 return intMinValue;
61 if (value >= 1.0f)
62 return intMaxValue;
63 return (int)(value * ((double)intMaxValue - intMinValue) + intMinValue);
64 }
65
66 [MethodImpl(MethodImplOptions.AggressiveInlining)]
67 public static float UIntToNormalizedFloat(uint value, uint minValue, uint maxValue)
68 {
69 if (value <= minValue)
70 return 0.0f;
71 if (value >= maxValue)
72 return 1.0f;
73 // using double here because uint.MaxValue is not representable in floats
74 return (float)(((double)value - minValue) / ((double)maxValue - minValue));
75 }
76
77 [MethodImpl(MethodImplOptions.AggressiveInlining)]
78 public static uint NormalizedFloatToUInt(float value, uint uintMinValue, uint uintMaxValue)
79 {
80 if (value <= 0.0f)
81 return uintMinValue;
82 if (value >= 1.0f)
83 return uintMaxValue;
84 return (uint)(value * ((double)uintMaxValue - uintMinValue) + uintMinValue);
85 }
86
87 [MethodImpl(MethodImplOptions.AggressiveInlining)]
88 public static uint RemapUIntBitsToNormalizeFloatToUIntBits(uint value, uint inBitSize, uint outBitSize)
89 {
90 var inMaxValue = (uint)((1UL << (int)inBitSize) - 1);
91 var outMaxValue = (uint)((1UL << (int)outBitSize) - 1);
92
93 var normFloat = UIntToNormalizedFloat(value, 0, inMaxValue);
94 return NormalizedFloatToUInt(normFloat, 0, outMaxValue);
95 }
96 }
97}