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    Class Trajectory

    Represents a high-resolution trajectory, that is, a series of poses that happens in-between two frames.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    Trajectory
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
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    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
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    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
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    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
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    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
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    Component.tag
    Object.GetInstanceID()
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    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Mechatronics.SensorSDK
    Assembly: solution.dll
    Syntax
    [DefaultExecutionOrder(314)]
    public class Trajectory : MonoBehaviour
    Remarks

    By default, the class use a linear interpolator to generate poses. However, it is possible to provide your own ITrajectoryGenerator instance by setting the Generator property. To create a Trajectory, use GetOrCreateOn. Inquiring poses, whether via the pose properties or the ComputeTrajectory method, must be performed after Unity Update, to ensure all objects have finished moving. It is recommended to use LateUpdate. Trajectory uses DefaultExecutionOrderAttribute to run after other components, to allow capturing their movements.

    Fields

    Name Description
    minTrajectoryCount

    Minimum number of points along a trajectory: origin and destination.

    Properties

    Name Description
    curLocalToWorldPose

    The pose of the game object the trajectory component is attached to, during the current frame, in world space.

    generator

    The object used to generate poses in-between the previous frame and the current frame.

    isAvailable

    Indicates whether the trajectory poses are available.

    prevLocalToWorldPose

    The pose of the game object the trajectory component is attached to, during the previous frame, in world space.

    suggestedTrajectoryCount

    The suggested minimum number of points along the trajectory for accurate simulation.

    Methods

    Name Description
    ComputeTrajectory(int, List<Pose>)

    Creates a list of local-to-world poses of the trajectory, evaluated uniformly in time.

    GetOrCreateOn(GameObject, bool)

    Retrieves the Trajectory component attached to a given game object, creating it if necessary.

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