/******************************************************************************
* 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);
}
///
/// Returns the linear interpolation ratio of a to b that value lies on.
/// This is the t value that fulfills value = lerp(a, b, t).
///
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));
}
///
/// Returns the linear interpolation ratio of a to b that value lies on.
/// This is the t value that fulfills value = lerp(a, b, t).
///
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));
}
///
/// Returns the linear interpolation ratio of a to b that value lies on.
/// This is the t value that fulfills value = lerp(a, b, t).
///
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));
}
}
}