Namespace Stride.Animations
Classes
- AnimationBlender
 Performs animation blending. For now, all AnimationClip must target the same skeleton.
- AnimationChannel
 List of float key frame data applying to a specific property in a node.
- AnimationClip
 An aggregation of AnimationCurve with their channel names.
- AnimationClipEvaluator
 Evaluates AnimationClip to a AnimationClipResult at a given time.
- AnimationCurve
 Untyped base class for animation curves.
- AnimationCurve<T>
 Typed class for animation curves.
- AnimationUpdater
 Applies animation from a AnimationClip to a SkeletonUpdater.
- ComputeAnimationCurveColor4
 Constant Color4 value for the IComputeCurve interface
- ComputeAnimationCurveFloat
 Animation of a float value for the IComputeCurve interface
- ComputeAnimationCurveQuaternion
 Constant Quaternion value for the IComputeCurve interface
- ComputeAnimationCurveVector2
 Constant Vector2 value for the IComputeCurve interface
- ComputeAnimationCurveVector3
 Constant Vector3 value for the IComputeCurve interface
- ComputeAnimationCurveVector4
 Constant Vector4 value for the IComputeCurve interface
- ComputeAnimationCurve<T>
 A node which describes a binary operation between two compute curves
- ComputeBinaryCurveColor4
 Binary operator Color4 value for the IComputeCurve interface
- ComputeBinaryCurveFloat
 Binary operator float value for the IComputeCurve interface
- ComputeBinaryCurveQuaternion
 Binary operator Quaternion value for the IComputeCurve interface
- ComputeBinaryCurveVector2
 Binary operator Vector2 value for the IComputeCurve interface
- ComputeBinaryCurveVector3
 Binary operator Vector3 value for the IComputeCurve interface
- ComputeBinaryCurveVector4
 Binary operator Vector4 value for the IComputeCurve interface
- ComputeBinaryCurve<T>
 A node which describes a binary operation between two IComputeCurve<T>
- ComputeConstCurveColor4
 Constant Color4 value for the IComputeCurve interface
- ComputeConstCurveFloat
 Constant float value for the IComputeCurve interface
- ComputeConstCurveQuaternion
 Constant Quaternion value for the IComputeCurve interface
- ComputeConstCurveVector2
 Constant Vector2 value for the IComputeCurve interface
- ComputeConstCurveVector3
 Constant Vector3 value for the IComputeCurve interface
- ComputeConstCurveVector4
 Constant Vector4 value for the IComputeCurve interface
- ComputeConstCurve<T>
 A node which describes a constant value for a compute curve
- ComputeCurveSamplerColor4
 Sampler container for Color4 data type
- ComputeCurveSamplerFloat
 Sampler container for float data type
- ComputeCurveSamplerQuaternion
 Sampler container for Quaternion data type
- ComputeCurveSamplerVector2
 Sampler container for Vector2 data type
- ComputeCurveSamplerVector3
 Sampler container for Vector3 data type
- ComputeCurveSamplerVector4
 Sampler container for Vector4 data type
- ComputeCurveSampler<T>
 Base interface for curve based compute value nodes.
- ComputeFunctionCurveColor4
 Function Color4 value for the IComputeCurve interface
- ComputeFunctionCurveFloat
 Function float value for the IComputeCurve interface
- ComputeFunctionCurveVector2
 Function Vector2 value for the IComputeCurve interface
- ComputeFunctionCurveVector3
 Function Vector3 value for the IComputeCurve interface
- ComputeFunctionCurveVector4
 Function Vector4 value for the IComputeCurve interface
- ComputeFunctionCurve<T>
 A node which describes a function over t value for a compute curve
- Interpolator
 Various helper functions for float, Vector2, Vector3, Vector4 and Quaternion interpolations.
Structs
- AnimationOperation
 A single animation operation (push or blend).
- KeyFrameData<T>
 A single key frame value.
Interfaces
- IComputeCurve<T>
 Base interface for curve based compute value nodes.
Enums
- AnimationBlendOperation
 Describes the type of animation blend operation.
- AnimationCurveInterpolationType
 Describes how a curve should be interpolated.
- AnimationRepeatMode
 Enumeration describing how an animation should be repeated.
- CoreAnimationOperation
 Core animation operations support all operations exposed for blending as well as several required for the animation building itself