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// An additional implementation for piecewise interpolation described in this article: | |
// https://www.alanzucconi.com/2021/01/24/linear-interpolation/ | |
// It has the limitation that it requires the delta difference between 2 adjacent values of the input array to always be constant. | |
// For example: inputs[2] - inputs[1] = 0.2f; inputs inputs[3] - inputs[2] = 0.2f; etc. | |
public static float PiecewiseLerp (float[] inputs, float[] results, float desiredInput) | |
{ | |
int n = inputs.Length; | |
float inputMin = inputs[0]; | |
float inputMax = inputs[n - 1]; |
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/* | |
* Created by C.J. Kimberlin | |
* Refactored by Mane Function | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2019-2023 | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal |
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using UnityEngine; | |
public class VrPosSync : MonoBehaviour { | |
public Transform viveCamEye; | |
public Transform neuronHead; | |
public Transform neuronPelvis; | |
void LateUpdate () { | |
Vector3 headPelvisOffset = neuronHead.position - neuronPelvis.position; | |
neuronPelvis.position = viveCamEye.position - headPelvisOffset; |
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This just got linked to by the Y combinator news account, without proper context, | |
so a brief introduction: A month ago (end of May / early June 2014) I had a | |
Twitter conversation with a bunch of acquaintances. One tweet in the middle | |
of that thread, with obligatory hyperbole, was me saying that I think VR is | |
bad news. | |
Well, that part of the thread (but not the rest that provides context) recently | |
got retweeted, and then someone asked me if I could explain what I mean by that, | |
and because Twitter is a great platform for delivering 140 character slogans and | |
not so great for lengthy explanations, I wrote this. So, obligatory disclaimer: |