What I'd like to do is control the clock ticks for a non-realtime Cesium application. Imagine there's expensive code running, plus I want to give the viewer time to load the tiles before continuing. So how do I disable automatic ticking, and then call tick() manually when my code is ready for it?
Docs for Cesium.Clock say "The clock will only tick when both Clock#canAnimate and Clock#shouldAnimate are true." but that's not what I'm getting. What I currently see:
viewer.clock.canAnimate = false;
viewer.clock.shouldAnimate = false;
viewer.clock.onTick.addEventListener(function(clock){
console.log("Tick");
});
The result in the console shows the clock still ticking:
Tick
Tick
Tick
Tick
...
What I'd like to do:
viewer.clock.stopTicking(); // or whatever that command would be...
while (someCondition){
// run expensive code
tick(); // issue manual tick
}
Thanks for your help! Max
It's a bit of a legacy quirk of the Cesium API that the Clock's onTick
event fires for every animation frame rendered, regardless of whether the clock advances in time or not.
If you want to take control of Cesium's render loop yourself, you can do that like this:
viewer.useDefaultRenderLoop = false;
function myOwnRenderLoop() {
viewer.resize();
viewer.render();
Cesium.requestAnimationFrame(myOwnRenderLoop);
}
Cesium.requestAnimationFrame(myOwnRenderLoop);
Above, I'm using requestAnimationFrame
, so the loop runs as fast as possible. But I could replace that with setTimeout
to get a slower loop, emulating poor render performance. Note that interactivity and screen updates would slow down with such a method when longer time intervals are used.
viewer.useDefaultRenderLoop = false;
function myOwnRenderLoop() {
viewer.resize();
viewer.render();
window.setTimeout(myOwnRenderLoop, 500);
}
window.setTimeout(myOwnRenderLoop, 500);