A simple clock for keeping track of simulated time.
Name | Type | Description | ||||||||||||||||||||||||||||||||||||
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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.
var 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 tick can advance time. This could be false if data is being buffered, for example. The clock will only tick when both
canAnimate
andshouldAnimate
are true.-
Default Value:
true
-
clockRange : ClockRange
-
Determines how the clock should behave when
startTime
orstopTime
is reached.-
Default Value:
ClockRange.UNBOUNDED
-
clockStep : ClockStep
-
Determines if calls to
tick
are frame dependent or system clock dependent.-
Default Value:
ClockStep.SYSTEM_CLOCK_MULTIPLIER
-
currentTime : JulianDate
-
The current time.
-
Determines how much time advances when tick is called, negative values allow for advancing backwards. If
clockStep
is set to ClockStep.TICK_DEPENDENT this is the number of seconds to advance. IfclockStep
is set to ClockStep.SYSTEM_CLOCK_MULTIPLIER this value is multiplied by the elapsed system time since the last call to tick.-
Default Value:
1.0
-
onTick : Event
-
An
Event
that is fired whenevertick
. -
Indicates whether tick should attempt to advance time. The clock will only tick when both
canAnimate
andshouldAnimate
are true.-
Default Value:
true
-
startTime : JulianDate
-
The start time of the clock.
-
stopTime : JulianDate
-
The stop time of the clock.
Methods
-
tick() → JulianDate
-
Advances the clock from the currentTime 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
shouldAnimate
property.Returns:
The new value of thecurrentTime
property.