ModelAnimationCollection

new ModelAnimationCollection()

A collection of active model animations. Access this using Model#activeAnimations.
See:

Members

staticreadonlyModelAnimationCollection.length :Number

The number of animations in the collection.

animationAdded :Event

The event fired when an animation is added to the collection. This can be used, for example, to keep a UI in sync.
Default Value: new Event()
Example:
model.activeAnimations.animationAdded.addEventListener(function(model, animation) {
  console.log('Animation added: ' + animation.name);
});

animationRemoved :Event

The event fired when an animation is removed from the collection. This can be used, for example, to keep a UI in sync.
Default Value: new Event()
Example:
model.activeAnimations.animationRemoved.addEventListener(function(model, animation) {
  console.log('Animation removed: ' + animation.name);
});

Methods

add()ModelAnimation

Creates and adds an animation with the specified initial properties to the collection.

This raises the ModelAnimationCollection#animationAdded event so, for example, a UI can stay in sync.

Name Type Default Description
options.name String The glTF animation name that identifies the animation.
options.startTime JulianDate optional The scene time to start playing the animation. When this is undefined, the animation starts at the next frame.
options.startOffset Number 0.0 optional The offset, in seconds, from startTime to start playing.
options.stopTime JulianDate optional The scene time to stop playing the animation. When this is undefined, the animation is played for its full duration.
options.removeOnStop Boolean false optional When true, the animation is removed after it stops playing.
options.speedup Number 1.0 optional Values greater than 1.0 increase the speed that the animation is played relative to the scene clock speed; values less than 1.0 decrease the speed.
options.reverse Boolean false optional When true, the animation is played in reverse.
options.loop ModelAnimationLoop ModelAnimationLoop.NONE optional Determines if and how the animation is looped.
Returns:
The animation that was added to the collection.
Throws:
Example:
// Example 1. Add an animation
model.activeAnimations.add({
  name : 'animation name'
});

// Example 2. Add an animation and provide all properties and events
var startTime = new JulianDate();

var animation = model.activeAnimations.add({
  name : 'another animation name',
  startTime : startTime,
  startOffset : 0.0,                    // Play at startTime (default)
  stopTime : startTime.addSeconds(4.0),
  removeOnStop : false,                 // Do not remove when animation stops (default)
  speedup : 2.0,                        // Play at double speed
  reverse : true,                       // Play in reverse
  loop : ModelAnimationLoop.REPEAT      // Loop the animation
});

animation.start.addEventListener(function(model, animation) {
  console.log('Animation started: ' + animation.name);
});
animation.update.addEventListener(function(model, animation, time) {
  console.log('Animation updated: ' + animation.name + '. glTF animation time: ' + time);
});
animation.stop.addEventListener(function(model, animation) {
  console.log('Animation stopped: ' + animation.name);
});

addAll()ModelAnimation[]

Creates and adds an animation with the specified initial properties to the collection for each animation in the model.

This raises the ModelAnimationCollection#animationAdded event for each model so, for example, a UI can stay in sync.

Name Type Default Description
options.startTime JulianDate optional The scene time to start playing the animations. When this is undefined, the animations starts at the next frame.
options.startOffset Number 0.0 optional The offset, in seconds, from startTime to start playing.
options.stopTime JulianDate optional The scene time to stop playing the animations. When this is undefined, the animations are played for its full duration.
options.removeOnStop Boolean false optional When true, the animations are removed after they stop playing.
options.speedup Number 1.0 optional Values greater than 1.0 increase the speed that the animations play relative to the scene clock speed; values less than 1.0 decrease the speed.
options.reverse Boolean false optional When true, the animations are played in reverse.
options.loop ModelAnimationLoop ModelAnimationLoop.NONE optional Determines if and how the animations are looped.
Returns:
An array of ModelAnimation objects, one for each animation added to the collection. If there are no glTF animations, the array is empty.
Throws:
Example:
model.activeAnimations.addAll({
  speedup : 0.5,                        // Play at half-speed
  loop : ModelAnimationLoop.REPEAT      // Loop the animations
});

contains(animation)Boolean

Determines whether this collection contains a given animation.
Name Type Description
animation ModelAnimation The animation to check for.
Returns:
true if this animation contains the animation, false otherwise.

get(index)ModelAnimation

Returns the animation in the collection at the specified index. Indices are zero-based and increase as animations are added. Removing an animation shifts all animations after it to the left, changing their indices. This function is commonly used to iterate over all the animations in the collection.
Name Type Description
index Number The zero-based index of the animation.
Returns:
The animation at the specified index.
Example:
// Output the names of all the animations in the collection.
var animations = model.activeAnimations;
var length = animations.length;
for (var i = 0; i < length; ++i) {
  console.log(animations.get(i).name);
}

remove(animation)Boolean

Removes an animation from the collection.

This raises the ModelAnimationCollection#animationRemoved event so, for example, a UI can stay in sync.

An animation can also be implicitly removed from the collection by setting ModelAnimation#removeOnStop to true. The ModelAnimationCollection#animationRemoved event is still fired when the animation is removed.

Name Type Description
animation ModelAnimation The animation to remove.
Returns:
true if the animation was removed; false if the animation was not found in the collection.
Example:
var a = model.activeAnimations.add({
  name : 'animation name'
});
model.activeAnimations.remove(a); // Returns true

removeAll()

Removes all animations from the collection.

This raises the ModelAnimationCollection#animationRemoved event for each animation so, for example, a UI can stay in sync.