cesium
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
97 lines (77 loc) • 3.47 kB
JavaScript
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;