main.cesium.ModelAnimation.kt Maven / Gradle / Ivy
// Automatically generated - do not modify!
@file:JsModule("cesium")
package cesium
/**
* An active glTF animation. A glTF asset can contain animations. An active animation
* is an animation that is currently playing or scheduled to be played because it was
* added to a model's [ModelAnimationCollection]. 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 [ModelAnimationCollection.add].
* @see Online Documentation
*/
external class ModelAnimation {
/**
* 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.
* @see Online Documentation
*/
var removeOnStop: Boolean
/**
* 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.
* ```
* animation.start.addEventListener(function(model, animation) {
* console.log('Animation started: ' + animation.name);
* });
* ```
* @see Online Documentation
*/
var start: Event
/**
* 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.
* ```
* animation.update.addEventListener(function(model, animation, time) {
* console.log('Animation updated: ' + animation.name + '. glTF animation time: ' + time);
* });
* ```
* @see Online Documentation
*/
var update: Event
/**
* 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.
* ```
* animation.stop.addEventListener(function(model, animation) {
* console.log('Animation stopped: ' + animation.name);
* });
* ```
* @see Online Documentation
*/
var stop: Event
/**
* The glTF animation name that identifies this animation.
* @see Online Documentation
*/
val name: String
/**
* The scene time to start playing this animation. When this is `undefined`,
* the animation starts at the next frame.
* @see Online Documentation
*/
val startTime: JulianDate
/**
* The delay, in seconds, from [ModelAnimation.startTime] to start playing.
* @see Online Documentation
*/
val delay: Double
/**
* 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
* [ModelAnimation.loop].
* @see Online Documentation
*/
val stopTime: JulianDate
/**
* 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`.
* @see Online Documentation
*/
val multiplier: Double
/**
* When `true`, the animation is played in reverse.
* @see Online Documentation
*/
val reverse: Boolean
/**
* Determines if and how the animation is looped.
* @see Online Documentation
*/
val loop: ModelAnimationLoop
}