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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2023, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
- * otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using UnityEngine;
- namespace Spine.Unity {
- public static class MathUtilities {
- public static float InverseLerp (float a, float b, float value) {
- return (value - a) / (b - a);
- }
- /// <summary>
- /// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
- /// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
- /// </summary>
- public static Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
- return new Vector2(
- (value.x - a.x) / (b.x - a.x),
- (value.y - a.y) / (b.y - a.y));
- }
- /// <summary>
- /// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
- /// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
- /// </summary>
- public static Vector3 InverseLerp (Vector3 a, Vector3 b, Vector3 value) {
- return new Vector3(
- (value.x - a.x) / (b.x - a.x),
- (value.y - a.y) / (b.y - a.y),
- (value.z - a.z) / (b.z - a.z));
- }
- /// <summary>
- /// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
- /// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
- /// </summary>
- public static Vector4 InverseLerp (Vector4 a, Vector4 b, Vector4 value) {
- return new Vector4(
- (value.x - a.x) / (b.x - a.x),
- (value.y - a.y) / (b.y - a.y),
- (value.z - a.z) / (b.z - a.z),
- (value.w - a.w) / (b.w - a.w));
- }
- }
- }
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