A collection of active model animations. Access this using
Model#activeAnimations
.
Members
-
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); });
-
The number of animations in the collection.
Methods
-
add(options) → 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 Description options
Object Object with the following properties: Name Type Default Description name
String optional The glTF animation name that identifies the animation. Must be defined if options.id
isundefined
.index
Number optional The glTF animation index that identifies the animation. Must be defined if options.name
isundefined
.startTime
JulianDate optional The scene time to start playing the animation. When this is undefined
, the animation starts at the next frame.delay
Number 0.0
optional The delay, in seconds, from startTime
to start playing.stopTime
JulianDate optional The scene time to stop playing the animation. When this is undefined
, the animation is played for its full duration.removeOnStop
Boolean false
optional When true
, the animation is removed after it stops playing.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 than1.0
decrease the speed.reverse
Boolean false
optional When true
, the animation is played in reverse.loop
ModelAnimationLoop ModelAnimationLoop.NONE
optional Determines if and how the animation is looped. Returns:
The animation that was added to the collection.Throws:
-
DeveloperError : Animations are not loaded. Wait for the
Model#readyPromise
to resolve. -
DeveloperError : options.name must be a valid animation name.
-
DeveloperError : options.index must be a valid animation index.
-
DeveloperError : Either options.name or options.index must be defined.
-
DeveloperError : options.speedup must be greater than zero.
Examples:
// Example 1. Add an animation by name model.activeAnimations.add({ name : 'animation name' }); // Example 2. Add an animation by index model.activeAnimations.add({ index : 0 });
// Example 3. Add an animation and provide all properties and events var startTime = Cesium.JulianDate.now(); var animation = model.activeAnimations.add({ name : 'another animation name', startTime : startTime, delay : 0.0, // Play at startTime (default) stopTime : Cesium.JulianDate.addSeconds(startTime, 4.0, new Cesium.JulianDate()), removeOnStop : false, // Do not remove when animation stops (default) speedup : 2.0, // Play at double speed reverse : true, // Play in reverse loop : Cesium.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(options) → Array.<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 Description options
Object optional Object with the following properties: Name Type Default Description startTime
JulianDate optional The scene time to start playing the animations. When this is undefined
, the animations starts at the next frame.delay
Number 0.0
optional The delay, in seconds, from startTime
to start playing.stopTime
JulianDate optional The scene time to stop playing the animations. When this is undefined
, the animations are played for its full duration.removeOnStop
Boolean false
optional When true
, the animations are removed after they stop playing.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 than1.0
decrease the speed.reverse
Boolean false
optional When true
, the animations are played in reverse.loop
ModelAnimationLoop ModelAnimationLoop.NONE
optional Determines if and how the animations are looped. Returns:
An array ofModelAnimation
objects, one for each animation added to the collection. If there are no glTF animations, the array is empty.Throws:
-
DeveloperError : Animations are not loaded. Wait for the
Model#readyPromise
to resolve. -
DeveloperError : options.speedup must be greater than zero.
Example:
model.activeAnimations.addAll({ speedup : 0.5, // Play at half-speed loop : Cesium.ModelAnimationLoop.REPEAT // Loop the animations });
-
-
Determines whether this collection contains a given animation.
Name Type Description animation
ModelAnimation The animation to check for. Returns:
true
if this collection 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); }
-
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
totrue
. TheModelAnimationCollection#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
-
Removes all animations from the collection.
This raises the
ModelAnimationCollection#animationRemoved
event for each animation so, for example, a UI can stay in sync.