/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// @lint-ignore-every LICENSELINT
using System;
using UnityEngine;
namespace Oculus.Haptics
{
///
/// The controller to play haptics on.
///
public enum Controller
{
Left,
Right,
Both
}
internal static class Utils
{
///
/// Converts Controller type to Ffi.Controller type.
///
///
/// Controller type.
/// If an invalid Controller type was passed in.
internal static Ffi.Controller ControllerToFfiController(Controller controller)
{
return controller switch
{
Controller.Left => Ffi.Controller.Left,
Controller.Right => Ffi.Controller.Right,
Controller.Both => Ffi.Controller.Both,
_ => throw new ArgumentException($"Invalid controller selected: {controller}.")
};
}
///
/// Linearly scale a value from its "position" in a source range to an equivalent value in a target range.
/// Does not impose clamping within the range, that is, when input is outside the input range it
/// will map to an appropriate value outside the output range.
///
///
/// The value to be scaled.
/// The lower limit of the source range.
/// The upper limit of the source range.
/// The lower limit of the target range.
/// The upper limit of the target range.
internal static float Map(int input, int inMin, int inMax, int outMin, int outMax)
{
float numerator = (input - inMin) * (outMax - outMin);
float denominator = inMax - inMin;
return (numerator / denominator) + outMin;
}
}
}