using UnityEngine; namespace UnityEditor.U2D.Sprites { internal static class SpritePivotUtility { private const float kPivotFieldPrecision = 0.0001f; internal static Vector2 ConvertFromNormalizedToRectSpace(Vector2 normalizedPos, Rect rect) { Vector2 rectPos = new Vector2(rect.width * normalizedPos.x, rect.height * normalizedPos.y); // This is to combat the lack of precision formating on the UI controls. rectPos.x = Mathf.Round(rectPos.x / kPivotFieldPrecision) * kPivotFieldPrecision; rectPos.y = Mathf.Round(rectPos.y / kPivotFieldPrecision) * kPivotFieldPrecision; return rectPos; } internal static Vector2 ConvertFromRectToNormalizedSpace(Vector2 rectPos, Rect rect) { return new Vector2(rectPos.x / rect.width, rectPos.y / rect.height); } } }