ModelExperimentalAnimation

new Cesium.ModelExperimentalAnimation()

An active animation derived from a glTF asset. An active animation is an animation that is either currently playing or scheduled to be played due to being added to a model's ModelExperimentalAnimationCollection. An active animation is an instance of an animation; for example, there can be multiple active animations for the same glTF animation, each with a different start time.

Create this by calling ModelExperimentalAnimationCollection#add.

See:

Members

If this is defined, it will be used to compute the local animation time instead of the scene's time.
Default Value: undefined
The delay, in seconds, from ModelExperimentalAnimation#startTime to start playing.
Default Value: undefined
Determines if and how the animation is looped.
Default Value: ModelAnimationLoop.NONE
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. A value of 1.0 plays the animation at the speed in the glTF animation mapped to the scene clock speed. For example, if the scene is played at 2x real-time, a two-second glTF animation will play in one second even if multiplier is 1.0.
Default Value: 1.0
The name that identifies this animation in the model, if it exists.
When true, the animation is removed after it stops playing. This is slightly more efficient that not removing it, but if, for example, time is reversed, the animation is not played again.
Default Value: false
When true, the animation is played in reverse.
Default Value: false
The event fired when this animation is started. This can be used, for example, to play a sound or start a particle system, when the animation starts.

This event is fired at the end of the frame after the scene is rendered.

Default Value: new Event()
Example:
animation.start.addEventListener(function(model, animation) {
  console.log(`Animation started: ${animation.name}`);
});
The scene time to start playing this animation. When this is undefined, the animation starts at the next frame.
Default Value: undefined
The event fired when this animation is stopped. This can be used, for example, to play a sound or start a particle system, when the animation stops.

This event is fired at the end of the frame after the scene is rendered.

Default Value: new Event()
Example:
animation.stop.addEventListener(function(model, animation) {
  console.log(`Animation stopped: ${animation.name}`);
});
The scene time to stop playing this animation. When this is undefined, the animation is played for its full duration and perhaps repeated depending on ModelExperimentalAnimation#loop.
Default Value: undefined
The event fired when on each frame when this animation is updated. The current time of the animation, relative to the glTF animation time span, is passed to the event, which allows, for example, starting new animations at a specific time relative to a playing animation.

This event is fired at the end of the frame after the scene is rendered.

Default Value: new Event()
Example:
animation.update.addEventListener(function(model, animation, time) {
  console.log(`Animation updated: ${animation.name}. glTF animation time: ${time}`);
});

Type Definitions

Cesium.ModelExperimentalAnimation.AnimationTimeCallback(duration, seconds)Number

A function used to compute the local animation time for a ModelExperimentalAnimation.
Name Type Description
duration Number The animation's original duration in seconds.
seconds Number The seconds since the animation started, in scene time.
Returns:
Returns the local animation time.
Examples:
// Use real time for model animation (assuming animateWhilePaused was set to true)
function animationTime(duration) {
    return Date.now() / 1000 / duration;
}
// Offset the phase of the animation, so it starts halfway through its cycle.
function animationTime(duration, seconds) {
    return seconds / duration + 0.5;
}
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