ModelAnimationCollection

internal constructor new Cesium.ModelAnimationCollection()

Access a model's animations Model#activeAnimations. Do not call the constructor directly
A collection of active model animations.
参考:

成员(属性)

When true, the animation will play even when the scene time is paused. However, whether animation takes place will depend on the animationTime functions assigned to the model's animations. By default, this is based on scene time, so models using the default will not animate regardless of this setting.
默认值: false
The event fired when an animation is added to the collection. This can be used, for example, to keep a UI in sync.
默认值: new Event()
使用示例:
model.activeAnimations.animationAdded.addEventListener(function(model, animation) {
  console.log(`Animation added: ${animation.name}`);
});
The event fired when an animation is removed from the collection. This can be used, for example, to keep a UI in sync.
默认值: new Event()
使用示例:
model.activeAnimations.animationRemoved.addEventListener(function(model, animation) {
  console.log(`Animation removed: ${animation.name}`);
});
The number of animations in the collection.
The model that owns this animation collection.

方法

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.

参数名称 类型 描述信息
options object Object with the following properties:
参数名称 类型 默认值 描述信息
name string 可选 The glTF animation name that identifies the animation. Must be defined if options.index is undefined.
index number 可选 The glTF animation index that identifies the animation. Must be defined if options.name is undefined.
startTime JulianDate 可选 The scene time to start playing the animation. When this is undefined, the animation starts at the next frame.
delay number 0.0 可选 The delay, in seconds, from startTime to start playing. This will only affect the animation if options.loop is ModelAnimationLoop.NONE.
stopTime JulianDate 可选 The scene time to stop playing the animation. When this is undefined, the animation is played for its full duration.
removeOnStop boolean false 可选 When true, the animation is removed after it stops playing. This will only affect the animation if options.loop is ModelAnimationLoop.NONE.
multiplier number 1.0 可选 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.
reverse boolean false 可选 When true, the animation is played in reverse.
loop ModelAnimationLoop ModelAnimationLoop.NONE 可选 Determines if and how the animation is looped.
animationTime ModelAnimation.AnimationTimeCallback 可选 If defined, computes the local animation time for this animation.
返回值:
The animation that was added to the collection.
Throws:
使用示例s:
// 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
const startTime = Cesium.JulianDate.now();

const 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)
  multiplier : 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}`);
});
Creates and adds animations with the specified initial properties to the collection for all animations in the model.

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

参数名称 类型 描述信息
options object 可选 Object with the following properties:
参数名称 类型 默认值 描述信息
startTime JulianDate 可选 The scene time to start playing the animations. When this is undefined, the animations starts at the next frame.
delay number 0.0 可选 The delay, in seconds, from startTime to start playing. This will only affect the animation if options.loop is ModelAnimationLoop.NONE.
stopTime JulianDate 可选 The scene time to stop playing the animations. When this is undefined, the animations are played for its full duration.
removeOnStop boolean false 可选 When true, the animations are removed after they stop playing. This will only affect the animation if options.loop is ModelAnimationLoop.NONE.
multiplier number 1.0 可选 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.
reverse boolean false 可选 When true, the animations are played in reverse.
loop ModelAnimationLoop ModelAnimationLoop.NONE 可选 Determines if and how the animations are looped.
animationTime ModelAnimation.AnimationTimeCallback 可选 If defined, computes the local animation time for all of the animations.
返回值:
An array of ModelAnimation objects, one for each animation added to the collection. If there are no glTF animations, the array is empty.
Throws:
使用示例:
model.activeAnimations.addAll({
  multiplier : 0.5,                            // Play at half-speed
  loop : Cesium.ModelAnimationLoop.REPEAT      // Loop the animations
});

contains(runtimeAnimation)boolean

Determines whether this collection contains a given animation.
参数名称 类型 描述信息
runtimeAnimation ModelAnimation The runtime animation to check for.
返回值:
true if this collection contains the animation, false otherwise.
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.
参数名称 类型 描述信息
index number The zero-based index of the animation.
返回值:
The runtime animation at the specified index.
使用示例:
// Output the names of all the animations in the collection.
const animations = model.activeAnimations;
const length = animations.length;
for (let i = 0; i < length; ++i) {
  console.log(animations.get(i).name);
}

remove(runtimeAnimation)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 ModelAnimationCollection#removeOnStop to true. The ModelAnimationCollection#animationRemoved event is still fired when the animation is removed.

参数名称 类型 描述信息
runtimeAnimation ModelAnimation The runtime animation to remove.
返回值:
true if the animation was removed; false if the animation was not found in the collection.
使用示例:
const 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.