/****************************************************************************** * 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)); } } }