/// <summary> /// Remap a vector from a Range I to a Range O componente-wise /// </summary> /// <returns>oMin + ( (value-iMin)*(oMax-oMin)/(iMax-iMin) )</returns> /// <param name="value">Value to remap</param> /// <param name="iMin">Lower bound of the input range</param> /// <param name="iMax">Upper bound of the input range</param> /// <param name="oMin">Lower bound of the output range</param> /// <param name="oMax">Upper bound of the output range</param> static public Vector3 Remap(this Vector3 value, Vector3 iMin, Vector3 iMax, Vector3 oMin, Vector3 oMax){ value.x = FloatExtension.Remap(value.x, iMin.x, iMax.x, oMin.x, oMax.x); value.y = FloatExtension.Remap(value.y, iMin.y, iMax.y, oMin.y, oMax.y); value.z = FloatExtension.Remap(value.z, iMin.z, iMax.z, oMin.z, oMax.z); return value; }
/// <summary> /// Remap a vector from a Range I to a Range O componente-wise /// </summary> /// <returns>oMin + ( (value-iMin)*(oMax-oMin)/(iMax-iMin) )</returns> /// <param name="value">Value to remap</param> /// <param name="iMin">Lower bound of the input range</param> /// <param name="iMax">Upper bound of the input range</param> /// <param name="oMin">Lower bound of the output range</param> /// <param name="oMax">Upper bound of the output range</param> static public Vector2 Remap(this Vector2 value, Vector2 iMin, Vector2 iMax, Vector2 oMin, Vector2 oMax){ value.x = FloatExtension.Remap(value.x, iMin.x, iMax.x, oMin.x, oMax.x); value.y = FloatExtension.Remap(value.y, iMin.y, iMax.y, oMin.y, oMax.y); return value; }