public static CompressedVector4 Compress(Vector4 vector4, BoundedRange[] boundedRange) { CompressedVector4 data = default(CompressedVector4); #if UNITY data.x = boundedRange[0].Compress(vector4.x); data.y = boundedRange[1].Compress(vector4.y); data.z = boundedRange[2].Compress(vector4.z); data.w = boundedRange[3].Compress(vector4.w); #else data.x = boundedRange[0].Compress(vector4.X); data.y = boundedRange[1].Compress(vector4.Y); data.z = boundedRange[2].Compress(vector4.Z); data.w = boundedRange[3].Compress(vector4.W); #endif return(data); }
public static Vector4 Decompress(CompressedVector4 data, BoundedRange[] boundedRange) { return(new Vector4(boundedRange[0].Decompress(data.x), boundedRange[1].Decompress(data.y), boundedRange[2].Decompress(data.z), boundedRange[3].Decompress(data.w))); }