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Copy file name to clipboardexpand all lines: CHANGES.md
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##### Breaking Changes :mega:
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*`TerrainProviders` that implement `availability` must now also implement the `loadTileDataAvailability` method.
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##### Deprecated :hourglass_flowing_sand:
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* The property `ModelAnimation.speedup` has been deprecated and renamed to `ModelAnimation.multiplier`. `speedup` will be removed in version 1.54. [#7393](https://github.com/AnalyticalGraphicsInc/cesium/pull/7393)
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##### Additions :tada:
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* Added functions to get the most detailed height of 3D Tiles on-screen or off-screen. [#7115](https://github.com/AnalyticalGraphicsInc/cesium/pull/7115)
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* Added `Scene.sampleHeightMostDetailed`, an asynchronous version of `Scene.sampleHeight` that uses the maximum level of detail for 3D Tiles.
deprecationWarning('ModelAnimation.speedup','ModelAnimation.speedup is deprecated and will be removed in Cesium 1.54. Use ModelAnimation.multiplier instead.');
* Values greater than <code>1.0</code> increase the speed that the animation is played relative
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* to the scene clock speed; values less than <code>1.0</code> decrease the speed. A value of
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* <code>1.0</code> plays the animation at the speed in the glTF animation mapped to the scene
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* clock speed. For example, if the scene is played at 2x real-time, a two-second glTF animation
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* will play in one second even if <code>speedup</code> is <code>1.0</code>.
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* will play in one second even if <code>multiplier</code> is <code>1.0</code>.
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*
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* @memberof ModelAnimation.prototype
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*
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* @type {Number}
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* @readonly
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*
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* @default 1.0
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*/
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multiplier : {
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get : function(){
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returnthis._multiplier;
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}
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},
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/**
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* Values greater than <code>1.0</code> increase the speed that the animation is played relative
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* to the scene clock speed; values less than <code>1.0</code> decrease the speed. A value of
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* <code>1.0</code> plays the animation at the speed in the glTF animation mapped to the scene
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* clock speed. For example, if the scene is played at 2x real-time, a two-second glTF animation
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* will play in one second even if <code>multiplier</code> is <code>1.0</code>.
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* @memberof ModelAnimation.prototype
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*
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* @type {Number}
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* @readonly
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* @deprecated This property has been deprecated. Use {@link ModelAnimation#multiplier} instead.
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*
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* @default 1.0
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*/
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speedup : {
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get : function(){
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returnthis._speedup;
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deprecationWarning('ModelAnimation.speedup','ModelAnimation.speedup is deprecated and will be removed in Cesium 1.54. Use ModelAnimation.multiplier instead.');
Copy file name to clipboardexpand all lines: Source/Scene/ModelAnimationCollection.js
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@@ -2,6 +2,7 @@ define([
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'../Core/defaultValue',
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'../Core/defined',
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'../Core/defineProperties',
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'../Core/deprecationWarning',
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'../Core/DeveloperError',
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'../Core/Event',
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'../Core/JulianDate',
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defaultValue,
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defined,
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defineProperties,
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deprecationWarning,
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DeveloperError,
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Event,
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JulianDate,
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* @param {Number} [options.delay=0.0] The delay, in seconds, from <code>startTime</code> to start playing.
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* @param {JulianDate} [options.stopTime] The scene time to stop playing the animation. When this is <code>undefined</code>, the animation is played for its full duration.
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* @param {Boolean} [options.removeOnStop=false] When <code>true</code>, the animation is removed after it stops playing.
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* @param {Number} [options.speedup=1.0] Values greater than <code>1.0</code> increase the speed that the animation is played relative to the scene clock speed; values less than <code>1.0</code> decrease the speed.
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* @param {Number} [options.multiplier=1.0] Values greater than <code>1.0</code> increase the speed that the animation is played relative to the scene clock speed; values less than <code>1.0</code> decrease the speed.
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* @param {Boolean} [options.reverse=false] When <code>true</code>, the animation is played in reverse.
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* @param {ModelAnimationLoop} [options.loop=ModelAnimationLoop.NONE] Determines if and how the animation is looped.
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* @returns {ModelAnimation} The animation that was added to the collection.
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* @exception {DeveloperError} options.name must be a valid animation name.
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* @exception {DeveloperError} options.index must be a valid animation index.
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* @exception {DeveloperError} Either options.name or options.index must be defined.
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* @exception {DeveloperError} options.speedup must be greater than zero.
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* @exception {DeveloperError} options.multiplier must be greater than zero.
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*
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* @example
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* // Example 1. Add an animation by name
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* delay : 0.0, // Play at startTime (default)
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* stopTime : Cesium.JulianDate.addSeconds(startTime, 4.0, new Cesium.JulianDate()),
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* removeOnStop : false, // Do not remove when animation stops (default)
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* speedup : 2.0, // Play at double speed
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* multiplier : 2.0, // Play at double speed
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* reverse : true, // Play in reverse
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* loop : Cesium.ModelAnimationLoop.REPEAT // Loop the animation
thrownewDeveloperError('options.index must be a valid animation index.');
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* @param {Number} [options.delay=0.0] The delay, in seconds, from <code>startTime</code> to start playing.
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* @param {JulianDate} [options.stopTime] The scene time to stop playing the animations. When this is <code>undefined</code>, the animations are played for its full duration.
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* @param {Boolean} [options.removeOnStop=false] When <code>true</code>, the animations are removed after they stop playing.
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* @param {Number} [options.speedup=1.0] Values greater than <code>1.0</code> increase the speed that the animations play relative to the scene clock speed; values less than <code>1.0</code> decrease the speed.
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* @param {Number} [options.multiplier=1.0] Values greater than <code>1.0</code> increase the speed that the animations play relative to the scene clock speed; values less than <code>1.0</code> decrease the speed.
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* @param {Boolean} [options.reverse=false] When <code>true</code>, the animations are played in reverse.
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* @param {ModelAnimationLoop} [options.loop=ModelAnimationLoop.NONE] Determines if and how the animations are looped.
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* @returns {ModelAnimation[]} An array of {@link ModelAnimation} objects, one for each animation added to the collection. If there are no glTF animations, the array is empty.
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*
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* @exception {DeveloperError} Animations are not loaded. Wait for the {@link Model#readyPromise} to resolve.
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* @exception {DeveloperError} options.speedup must be greater than zero.
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* @exception {DeveloperError} options.multiplier must be greater than zero.
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*
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* @example
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* model.activeAnimations.addAll({
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* speedup : 0.5, // Play at half-speed
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* multiplier : 0.5, // Play at half-speed
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* loop : Cesium.ModelAnimationLoop.REPEAT // Loop the animations
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* });
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*/
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thrownewDeveloperError('Animations are not loaded. Wait for Model.readyPromise to resolve.');
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