public static QuantizedVector4 Quantize(Vector4 vector4, BoundedRange[] boundedRange) { QuantizedVector4 data = default(QuantizedVector4); #if ENABLE_MONO || ENABLE_IL2CPP data.x = boundedRange[0].Quantize(vector4.x); data.y = boundedRange[1].Quantize(vector4.y); data.z = boundedRange[2].Quantize(vector4.z); data.w = boundedRange[3].Quantize(vector4.w); #else data.x = boundedRange[0].Quantize(vector4.X); data.y = boundedRange[1].Quantize(vector4.Y); data.z = boundedRange[2].Quantize(vector4.Z); data.w = boundedRange[3].Quantize(vector4.W); #endif return(data); }
public static Vector4 Dequantize(QuantizedVector4 data, BoundedRange[] boundedRange) { return(new Vector4(boundedRange[0].Dequantize(data.x), boundedRange[1].Dequantize(data.y), boundedRange[2].Dequantize(data.z), boundedRange[3].Dequantize(data.w))); }