import Queue from '../Core/Queue.js';
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/**
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* @private
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*/
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function ModelLoadResources() {
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this.initialized = false;
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this.resourcesParsed = false;
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this.vertexBuffersToCreate = new Queue();
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this.indexBuffersToCreate = new Queue();
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this.buffers = {};
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this.pendingBufferLoads = 0;
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this.programsToCreate = new Queue();
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this.shaders = {};
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this.pendingShaderLoads = 0;
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this.texturesToCreate = new Queue();
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this.pendingTextureLoads = 0;
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this.texturesToCreateFromBufferView = new Queue();
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this.pendingBufferViewToImage = 0;
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this.createSamplers = true;
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this.createSkins = true;
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this.createRuntimeAnimations = true;
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this.createVertexArrays = true;
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this.createRenderStates = true;
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this.createUniformMaps = true;
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this.createRuntimeNodes = true;
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this.createdBufferViews = {};
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this.primitivesToDecode = new Queue();
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this.activeDecodingTasks = 0;
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this.pendingDecodingCache = false;
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this.skinnedNodesIds = [];
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}
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/**
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* This function differs from the normal subarray function
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* because it takes offset and length, rather than begin and end.
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*/
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function getSubarray(array, offset, length) {
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return array.subarray(offset, offset + length);
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}
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ModelLoadResources.prototype.getBuffer = function(bufferView) {
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return getSubarray(this.buffers[bufferView.buffer], bufferView.byteOffset, bufferView.byteLength);
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};
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ModelLoadResources.prototype.finishedPendingBufferLoads = function() {
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return (this.pendingBufferLoads === 0);
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};
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ModelLoadResources.prototype.finishedBuffersCreation = function() {
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return ((this.pendingBufferLoads === 0) &&
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(this.vertexBuffersToCreate.length === 0) &&
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(this.indexBuffersToCreate.length === 0));
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};
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ModelLoadResources.prototype.finishedProgramCreation = function() {
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return ((this.pendingShaderLoads === 0) && (this.programsToCreate.length === 0));
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};
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ModelLoadResources.prototype.finishedTextureCreation = function() {
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var finishedPendingLoads = (this.pendingTextureLoads === 0);
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var finishedResourceCreation =
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(this.texturesToCreate.length === 0) &&
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(this.texturesToCreateFromBufferView.length === 0);
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return finishedPendingLoads && finishedResourceCreation;
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};
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ModelLoadResources.prototype.finishedEverythingButTextureCreation = function() {
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var finishedPendingLoads =
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(this.pendingBufferLoads === 0) &&
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(this.pendingShaderLoads === 0);
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var finishedResourceCreation =
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(this.vertexBuffersToCreate.length === 0) &&
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(this.indexBuffersToCreate.length === 0) &&
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(this.programsToCreate.length === 0) &&
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(this.pendingBufferViewToImage === 0);
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return this.finishedDecoding() && finishedPendingLoads && finishedResourceCreation;
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};
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ModelLoadResources.prototype.finishedDecoding = function() {
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return this.primitivesToDecode.length === 0 && this.activeDecodingTasks === 0 && !this.pendingDecodingCache;
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};
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ModelLoadResources.prototype.finished = function() {
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return this.finishedDecoding() && this.finishedTextureCreation() && this.finishedEverythingButTextureCreation();
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};
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export default ModelLoadResources;
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