A simple clock for keeping track of simulated time.
    
| Name | Type | Description | ||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| options | object | optional
                
                
                
            
                Object with the following properties: 
 | 
Throws:
- 
    DeveloperError : startTime must come before stopTime.
Example:
// Create a clock that loops on Christmas day 2013 and runs in real-time.
const clock = new Cesium.Clock({
   startTime : Cesium.JulianDate.fromIso8601("2013-12-25"),
   currentTime : Cesium.JulianDate.fromIso8601("2013-12-25"),
   stopTime : Cesium.JulianDate.fromIso8601("2013-12-26"),
   clockRange : Cesium.ClockRange.LOOP_STOP,
   clockStep : Cesium.ClockStep.SYSTEM_CLOCK_MULTIPLIER
});See:
Members
    Indicates whether 
Clock#tick can advance time.  This could be false if data is being buffered,
for example.  The clock will only advance time when both
Clock#canAnimate and Clock#shouldAnimate are true.
- 
    
    
    
    
    
    
    
    
    Default Value:
    
true
    
    
    
    
    
    
    
clockRange : ClockRange
    Determines how the clock should behave when
Clock#startTime or Clock#stopTime
is reached.
- 
    
    
    
    
    
    
    
    
    Default Value:
    
ClockRange.UNBOUNDEDclockStep : ClockStep
    Determines if calls to 
Clock#tick are frame dependent or system clock dependent.
Changing this property to ClockStep.SYSTEM_CLOCK will set
Clock#multiplier to 1.0, Clock#shouldAnimate to true, and
Clock#currentTime to the current system clock time.
- 
    
    
    
    
    
    
    
    
    Default Value:
    
ClockStep.SYSTEM_CLOCK_MULTIPLIERcurrentTime : JulianDate
    The current time.
Changing this property will change
Clock#clockStep from ClockStep.SYSTEM_CLOCK to
ClockStep.SYSTEM_CLOCK_MULTIPLIER.
    Gets or sets how much time advances when 
Clock#tick is called. Negative values allow for advancing backwards.
If Clock#clockStep is set to ClockStep.TICK_DEPENDENT, this is the number of seconds to advance.
If Clock#clockStep is set to ClockStep.SYSTEM_CLOCK_MULTIPLIER, this value is multiplied by the
elapsed system time since the last call to Clock#tick.
Changing this property will change
Clock#clockStep from ClockStep.SYSTEM_CLOCK to
ClockStep.SYSTEM_CLOCK_MULTIPLIER.
- 
    
    
    
    
    
    
    
    
    Default Value:
    
1.0
    
    
    
    
    
    
    
    An 
Event that is fired whenever Clock#stopTime is reached.
    An 
Event that is fired whenever Clock#tick is called.
    Indicates whether 
Clock#tick should attempt to advance time.
The clock will only advance time when both
Clock#canAnimate and Clock#shouldAnimate are true.
Changing this property will change
Clock#clockStep from ClockStep.SYSTEM_CLOCK to
ClockStep.SYSTEM_CLOCK_MULTIPLIER.
- 
    
    
    
    
    
    
    
    
    Default Value:
    
false
    
    
    
    
    
    
    
startTime : JulianDate
    The start time of the clock.
stopTime : JulianDate
    The stop time of the clock.
Methods
    Advances the clock from the current time based on the current configuration options.
tick should be called every frame, regardless of whether animation is taking place
or not.  To control animation, use the 
Clock#shouldAnimate property.
Returns:
    The new value of the 
    
Clock#currentTime property.
