Skip to content

animation.createPlayer#update

Summary

animation.createPlayer#update advances time by dtSeconds * speed and samples the clip when playing is true. Looping wraps into [startTime, endTime) in either direction; non-looping playback clamps to the inclusive endpoints but does not automatically set playing to false. A zero-duration clip samples startTime without advancing.

Syntax

AnimationPlayer.update(dtSeconds: number): void
player.update(dtSeconds);

Parameters

Name Type Required Description
dtSeconds number Yes Finite elapsed time in seconds. Non-finite values are unsupported.

Returns

void

Example

const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);

const clip = wgpu.animation.createClip({ name: "clip", samplerCount: 0, channelCount: 0, samplersPtr: 0, channelsPtr: 0, startTime: 0, endTime: 1 });
const player = wgpu.animation.createPlayer(clip, { speed: 1, loop: true, playing: true });
const dtSeconds = 1;
player.update(dtSeconds);
console.log(player.time); // 0 after looping across the one-second clip

See Also