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
Clock#tick
can advance time. This could be false if data is being buffered, for example. The clock will only advance time when bothClock#canAnimate
andClock#shouldAnimate
are true.-
Default Value:
true
-
clockRange : ClockRange
-
Determines how the clock should behave when
Clock#startTime
orClock#stopTime
is reached.-
Default Value:
ClockRange.UNBOUNDED
-
clockStep : ClockStep
-
Determines if calls to
Clock#tick
are frame dependent or system clock dependent. Changing this property toClockStep.SYSTEM_CLOCK
will setClock#multiplier
to 1.0,Clock#shouldAnimate
to true, andClock#currentTime
to the current system clock time.-
Default Value:
ClockStep.SYSTEM_CLOCK_MULTIPLIER
-
currentTime : JulianDate
-
The current time. Changing this property will change
Clock#clockStep
fromClockStep.SYSTEM_CLOCK
toClockStep.SYSTEM_CLOCK_MULTIPLIER
. -
Gets or sets how much time advances when
Clock#tick
is called. Negative values allow for advancing backwards. IfClock#clockStep
is set toClockStep.TICK_DEPENDENT
, this is the number of seconds to advance. IfClock#clockStep
is set toClockStep.SYSTEM_CLOCK_MULTIPLIER
, this value is multiplied by the elapsed system time since the last call toClock#tick
. Changing this property will changeClock#clockStep
fromClockStep.SYSTEM_CLOCK
toClockStep.SYSTEM_CLOCK_MULTIPLIER
.-
Default Value:
1.0
-
onTick : Event
-
An
Event
that is fired wheneverClock#tick
is called. -
Indicates whether
Clock#tick
should attempt to advance time. The clock will only advance time when bothClock#canAnimate
andClock#shouldAnimate
are true. Changing this property will changeClock#clockStep
fromClockStep.SYSTEM_CLOCK
toClockStep.SYSTEM_CLOCK_MULTIPLIER
.-
Default Value:
false
-
startTime : JulianDate
-
The start time of the clock.
-
stopTime : JulianDate
-
The stop time of the clock.
Methods
-
tick() → JulianDate
-
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 theClock#currentTime
property.