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