Taos API Reference
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    Class Animator

    Drives a skinned model from an animation blend tree or state machine, the richer counterpart to AnimatedModel's single-clip playback.

    Where AnimatedModel plays one clip (with an optional two-clip cross-fade), Animator evaluates an arbitrary BlendNode graph — gait blends, a 4-way strafe blend space, additive aim layers, a locomotion state machine — into the per-joint pose each frame. It exposes the same jointMatrices / previousJointMatrices surface, so it is a drop-in source for the skinned geometry pass and velocity-buffer motion blur.

    Build the node graph against the model's Skeleton (available as model.skins[skinIndex]), drive its parameters each frame from gameplay, and the component advances + evaluates it in update.

    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.

    enabled: boolean = true

    Whether this component participates in simulation and rendering. When false, the GameObject skips its update/updateRender and the scene's render collectors (mesh renderers, camera, lights, …) ignore it — the component stays attached and keeps its state, like Unity's Behaviour.enabled / Renderer.enabled. Defaults to true.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    _sceneAttached: boolean = false

    True between onAttach and onDetach — i.e. while this component sits on a GameObject that is part of a live Scene. Managed by GameObject. Internal — do not set directly.

    model: GltfModel
    skeleton: Skeleton
    skinIndex: number

    Which skin (index into model.skins) this animator drives.

    root: BlendNode

    The root of the blend tree / state machine this animator evaluates.

    jointMatrices: Float32Array

    Final joint matrices (jointCount × 16, column-major) read by the skinned render pass.

    previousJointMatrices: Float32Array

    Previous-frame joint matrices, for the velocity-buffer motion-blur path (see AnimatedModel.previousJointMatrices).

    globalJointMatrices: Float32Array

    Per-joint global (model-space) matrices for the current pose — the bone transforms a BoneAttachment follows. Refreshed each update.

    rootMotionDelta: Vec3 = ...

    Root-bone travel consumed from the animation this frame, in the model's local space. When AnimatorOptions.rootMotion is set, the root joint's horizontal (or full) translation is lifted out of the pose into this vector each update, leaving the mesh centered — rotate it by the character's facing and feed it to a CharacterController to drive root-motion locomotion. Zero when root motion is disabled.

    preUpdate?: () => void

    Optional hook run at the very start of each update, before the graph advances/evaluates — used by a declarative graph to push its parameters into the blend nodes. See buildAnimatorGraph.

    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

    • Connect to a Signal with automatic disconnect when this component is removed from its GameObject — the safe default for cross-object listening, so a destroyed component never leaks into (or gets called by) a signal it once observed. Typically called from onAttach:

      onAttach(): void {
      const health = this.gameObject.getComponent(Health)!;
      this.listen(health.died, () => this.playDeathEffect());
      }

      Type Parameters

      • A extends unknown[]

      Parameters

      Returns () => void

      The unsubscribe function, for listeners that also want to disconnect early; calling it is optional and idempotent.

    • Called when the component joins a live scene — from addComponent when the GameObject is already in a scene, otherwise when the GameObject is added to one. this.gameObject.scene (and scene.engine) is always set here. Override to acquire references to siblings/children or initialize resources.

      Returns void

    • Called when this component's GameObject begins touching another body, with the GameObject it collided with. Dispatched by the physics system after each world step (only while playing), so handlers may freely mutate the scene. Requires a physics body (RigidBody / CharacterBody) on the object.

      Parameters

      • _other: GameObject

        The other GameObject involved in the contact.

      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