Namespace Unity.Kinematica
Classes
DataAttribute
Attribute used to annotate data types that are used as elements in the execution graph
DebugDraw
Extensions
Static class that contains various extension methods.
InputAttribute
InputUtility
Kinematica
This component is a wrapper around the motion synthesizer.
OutputAttribute
PropertyAttribute
Attribute used to annotate task properties.
ReadExtensions
Static class that contains various extension methods that allow reading data types from a buffer.
TraitAttribute
Attribute used to annotate traits.
Utility
Static class that contains various extension methods.
WriteExtensions
Static class that contains various extension methods that allow writing data types to a buffer.
Structs
AnimationFrameDebugInfo
Informations about a played animation during one given frame that will feed the animation timeline in the snapshot debugger
Binary
Memory-ready runtime asset that contains the animation library and supplementary information required by the Kinematica runtime.
Binary.CodeBook
A codebook contains the necessary information to perform fast comparisons for poses and trajectories. Poses and trajectories can be compared separately.
Binary.CodeBook.Encoding
An encoding contains the necessary information to perform fast comparisons between fragments. Fragments represent either poses or trajectories and are automatically created for all animation frames the codebook covers.
Binary.CodeBookIndex
Denotes an index into the list of codebooks contained in the runtime asset.
Binary.Interval
An interval contains information about a sequence of animation frames that collectively share the same set of tags.
Binary.IntervalIndex
Denotes an index into the list of intervals contained in the runtime asset.
Binary.Marker
Markers are used to associate a trait to a single animation frame.
Binary.MarkerIndex
Denotes an index into the list of markers contained in the runtime asset.
Binary.MetricIndex
Denotes an index into the list of metrics contained in the runtime asset.
Binary.PoseFragment
A pose fragment contains information necessary to perform similarity calculations between animation poses.
Binary.Segment
An segment contains information about animation frames that have been extracted from the supplied animation clips during the build process.
Binary.Segment.Interval
Denotes a sequence of animation frames
Binary.SegmentIndex
Denotes an index into the list of segments contained in the runtime asset.
Binary.Tag
Tags are used to associate a trait to a sequence of animation frames.
Binary.TagIndex
Denotes an index into the list of tags contained in the runtime asset.
Binary.TagList
Tag lists are created during the runtime asset build process based on the annotations that have been made at authoring time. Each unique combination of tags that is used for annotation purposes generates a unique tag list which is accessible via an index. This scheme is used extensively to speed up the execution of queries.
Binary.TagListIndex
Denotes an index into the list of tag lists contained in the runtime asset.
Binary.Trait
Traits are user-defined characteristics that can be associated to tags or markers.
Binary.TraitIndex
Denotes an index into the list of traits contained in the runtime asset.
Binary.TrajectoryFragment
A trajectory fragment contains information necessary to perform similarity calculations between trajectories.
Binary.TypeIndex
Denotes an index into the list of types contained in the runtime asset.
BinaryReference
Reference to the runtime asset.
BlittableBool
Plain struct that wraps a boolean value into a DOTS compatible data type.
DebugDrawOptions
DebugIdentifier
DebugMemory
DebugReference
Default
Default trait used in the Kinematica asset builder tool.
DeltaSamplingTime
A delta sampling time is used to uniquely identfy a sub-sampled animation frame and optionally a root transform offset that occured while reading across segment boundaries.
Interval
Structure representing a contiguous interval of frames.
MemoryRef<T>
A memory reference allows a ref value to be stored in memory and later to be converted back into its ref value.
MotionSynthesizer
The motion synthesizer is the actual core component of Kinematica.
NavigationParams
Parameters of navigation query asked to Kinematica in order to move an agent along a path made of control points
NavigationPath
PoseSequence
Data type that refers to a sequence of animation poses.
PoseSet
Data type that refers to a sequence of animation poses.
Query
Entry point for semantic filtering based query language.
QueryMarkerExpression
Marker expressions represent semantic filtering of animation poses that are based on marker types.
QueryResult
A query result is wrapper around a pose sequence and is the result of a semantic filtering query.
QueryTraitExpression
Trait expressions represent semantic filtering of animation poses that are based on tag traits.
SamplingTime
A sampling time is used to uniquely identfy a sub-sampled animation frame.
SplinePoint
TimeIndex
A time index is used to uniquely identfy an animation frame.
TimeSampler
TimeSampler allows to compute regularly spaced time samples inside a time interval
Trajectory
Data type to be used in a task graph that represents a trajectory.
TrajectoryModel
TrajectoryPrediction
Allows the generation of a desired future trajecory.
Interfaces
IDebugDrawable
IDebugObject
IMotionMatchingQuery
IMotionSynthesizerProvider
Interface to provide a reference to a Kinematica motion synthesizer. This interface should be implemented by all MonoBehaviours that use Kinematica, so that Kinematica tools (task graph, debugger) can have access to the synthesizer associated to the component
Implementing an interface is more flexible than inheriting a component with a strong reference to the motion synthesizer. It allows for example to not store directly the synthesizer inside the component, which can be useful if the synthesizer must be stored inside an optional playable graph the component have access to.
Trait
Interface for traits.