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using UnityEngine;
namespace Leap.Unity.Splines {
public interface ISpline<XType, dXType> {
float minT { get; }
float maxT { get; }
XType ValueAt(float t);
dXType DerivativeAt(float t);
void ValueAndDerivativeAt(float t, out XType value, out dXType deltaValuePerT);
}
}