update method
Advance the time and update apply the animation
This is usually done in the render loop, passing clock.getDelta
scaled by the mixer's timeScale.
Implementation
AnimationMixer update(num deltaTime) {
deltaTime *= timeScale;
final actions = _actions,
nActions = _nActiveActions,
time = this.time += deltaTime,
timeDirection = deltaTime.toDouble().sign,
accuIndex = _accuIndex ^= 1;
// run active actions
for (int i = 0; i != nActions; ++i) {
final action = actions[i];
action.update(time, deltaTime, timeDirection, accuIndex);
}
// update scene graph
final bindings = this.bindings;
final nBindings = _nActiveBindings;
for (int i = 0; i != nBindings; ++i) {
final binding = bindings[i];
binding.apply(accuIndex);
}
return this;
}