Clock

open external class Clock(source)

A simple clock for keeping track of simulated time.

// Create a clock that loops on Christmas day 2013 and runs in real-time.
const clock = new Clock({
startTime : JulianDate.fromIso8601("2013-12-25"),
currentTime : JulianDate.fromIso8601("2013-12-25"),
stopTime : JulianDate.fromIso8601("2013-12-26"),
clockRange : ClockRange.LOOP_STOP,
clockStep : ClockStep.SYSTEM_CLOCK_MULTIPLIER
});

See also

Constructors

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constructor()

Properties

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external var canAnimate: Boolean

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 both Clock.canAnimate and Clock.shouldAnimate are true.

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external var clockRange: ClockRange

Determines how the clock should behave when Clock.startTime or Clock.stopTime is reached.

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external var clockStep: ClockStep

Determines if calls to Clock.tick are frame dependent or system clock dependent. Changing this property to ClockStep.SYSTEM_CLOCK will set Clock.multiplier to 1.0, Clock.shouldAnimate to true, and Clock.currentTime to the current system clock time.

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external var currentTime: JulianDate

The current time. Changing this property will change Clock.clockStep from ClockStep.SYSTEM_CLOCK to ClockStep.SYSTEM_CLOCK_MULTIPLIER.

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external var multiplier: Double

Gets or sets how much time advances when Clock.tick is called. Negative values allow for advancing backwards. If Clock.clockStep is set to ClockStep.TICK_DEPENDENT, this is the number of seconds to advance. If Clock.clockStep is set to ClockStep.SYSTEM_CLOCK_MULTIPLIER, this value is multiplied by the elapsed system time since the last call to Clock.tick. Changing this property will change Clock.clockStep from ClockStep.SYSTEM_CLOCK to ClockStep.SYSTEM_CLOCK_MULTIPLIER.

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external var onStop: DefaultEvent

An Event that is fired whenever Clock.stopTime is reached.

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external var onTick: DefaultEvent

An Event that is fired whenever Clock.tick is called.

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external var shouldAnimate: Boolean

Indicates whether Clock.tick should attempt to advance time. The clock will only advance time when both Clock.canAnimate and Clock.shouldAnimate are true. Changing this property will change Clock.clockStep from ClockStep.SYSTEM_CLOCK to ClockStep.SYSTEM_CLOCK_MULTIPLIER.

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external var startTime: JulianDate

The start time of the clock.

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external var stopTime: JulianDate

The stop time of the clock.

Functions

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external fun 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.