Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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namespace Spine.Unity {
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public static class MathUtilities {
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public static float InverseLerp (float a, float b, float value) {
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return (value - a) / (b - a);
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}
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/// <summary>
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/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
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/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
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/// </summary>
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public static Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
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return new Vector2(
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(value.x - a.x) / (b.x - a.x),
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(value.y - a.y) / (b.y - a.y));
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}
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/// <summary>
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/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
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/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
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/// </summary>
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public static Vector3 InverseLerp (Vector3 a, Vector3 b, Vector3 value) {
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return new Vector3(
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(value.x - a.x) / (b.x - a.x),
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(value.y - a.y) / (b.y - a.y),
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(value.z - a.z) / (b.z - a.z));
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}
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/// <summary>
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/// Returns the linear interpolation ratio of <c>a</c> to <c>b</c> that <c>value</c> lies on.
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/// This is the t value that fulfills <c>value = lerp(a, b, t)</c>.
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/// </summary>
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public static Vector4 InverseLerp (Vector4 a, Vector4 b, Vector4 value) {
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return new Vector4(
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(value.x - a.x) / (b.x - a.x),
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(value.y - a.y) / (b.y - a.y),
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(value.z - a.z) / (b.z - a.z),
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(value.w - a.w) / (b.w - a.w));
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}
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}
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}
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