Taos API Reference
    Preparing search index...

    Class AnimatedProperties

    Plays KHR_animation_pointer channels — animation that drives non-transform properties via JSON pointers. Currently applies the material subset (emissive / base color / metallic / roughness / alpha-cutoff / transmission / ior / clearcoat); light / camera / node pointers are parsed-but-skipped.

    Materials are shared per glTF material index (the loader caches them on GltfModel.materials), so animating one updates every primitive using it. Each frame AnimatedProperties.update samples the active clip's pointer channels and writes the values onto the materials (marking them dirty so the render pass re-uploads the uniform).

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    id: string = ...

    Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    model: GltfModel
    currentClip: string | null = null

    Name of the currently playing clip, or null when stopped.

    speed: number = 1.0

    Playback speed multiplier (1.0 = real-time).

    loop: boolean = true

    Whether playback loops at clip duration.

    Accessors

    • get time(): Time

      The simulation clock of the scene this component belongs to. Read inside update (or any time after the GameObject is added to a scene) for absolute time, frame count, FPS, and timeScale-aware delta — e.g. this.time.elapsed, this.time.delta, this.time.frameCount.

      this.time.delta equals the dt argument passed to update, so components can ignore that argument entirely and pull everything from here.

      Returns Time

      if the owning GameObject is not currently part of a scene.

    Methods

    • Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.

      Returns void

    • Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.

      Returns void

    • Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).

      Parameters

      • _ctx: RenderContext

        Active render context (provides canvas width/height etc.).

      Returns void