import Check from "../Core/Check.js";
import defaultValue from "../Core/defaultValue.js";
import defer from "../Core/defer.js";
import defined from "../Core/defined.js";
import DracoLoader from "./DracoLoader.js";
import ResourceLoader from "./ResourceLoader.js";
import ResourceLoaderState from "./ResourceLoaderState.js";
/**
* Load a draco buffer from a glTF.
*
* Implements the {@link ResourceLoader} interface.
*
*
* @alias GltfDracoLoader
* @constructor
* @augments ResourceLoader
*
* @param {Object} options Object with the following properties:
* @param {ResourceCache} options.resourceCache The {@link ResourceCache} (to avoid circular dependencies).
* @param {Object} options.gltf The glTF JSON.
* @param {Object} options.draco The Draco extension object.
* @param {Resource} options.gltfResource The {@link Resource} containing the glTF.
* @param {Resource} options.baseResource The {@link Resource} that paths in the glTF JSON are relative to.
* @param {String} [options.cacheKey] The cache key of the resource.
*
* @private
*/
export default function GltfDracoLoader(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const resourceCache = options.resourceCache;
const gltf = options.gltf;
const draco = options.draco;
const gltfResource = options.gltfResource;
const baseResource = options.baseResource;
const cacheKey = options.cacheKey;
//>>includeStart('debug', pragmas.debug);
Check.typeOf.func("options.resourceCache", resourceCache);
Check.typeOf.object("options.gltf", gltf);
Check.typeOf.object("options.draco", draco);
Check.typeOf.object("options.gltfResource", gltfResource);
Check.typeOf.object("options.baseResource", baseResource);
//>>includeEnd('debug');
this._resourceCache = resourceCache;
this._gltfResource = gltfResource;
this._baseResource = baseResource;
this._gltf = gltf;
this._draco = draco;
this._cacheKey = cacheKey;
this._bufferViewLoader = undefined;
this._bufferViewTypedArray = undefined;
this._decodePromise = undefined;
this._decodedData = undefined;
this._state = ResourceLoaderState.UNLOADED;
this._promise = defer();
}
if (defined(Object.create)) {
GltfDracoLoader.prototype = Object.create(ResourceLoader.prototype);
GltfDracoLoader.prototype.constructor = GltfDracoLoader;
}
Object.defineProperties(GltfDracoLoader.prototype, {
/**
* A promise that resolves to the resource when the resource is ready.
*
* @memberof GltfDracoLoader.prototype
*
* @type {Promise.}
* @readonly
* @private
*/
promise: {
get: function () {
return this._promise.promise;
},
},
/**
* The cache key of the resource.
*
* @memberof GltfDracoLoader.prototype
*
* @type {String}
* @readonly
* @private
*/
cacheKey: {
get: function () {
return this._cacheKey;
},
},
/**
* The decoded data.
*
* @memberof GltfDracoLoader.prototype
*
* @type {Object}
* @readonly
* @private
*/
decodedData: {
get: function () {
return this._decodedData;
},
},
});
/**
* Loads the resource.
* @private
*/
GltfDracoLoader.prototype.load = function () {
const resourceCache = this._resourceCache;
const bufferViewLoader = resourceCache.loadBufferView({
gltf: this._gltf,
bufferViewId: this._draco.bufferView,
gltfResource: this._gltfResource,
baseResource: this._baseResource,
});
this._bufferViewLoader = bufferViewLoader;
this._state = ResourceLoaderState.LOADING;
const that = this;
bufferViewLoader.promise
.then(function () {
if (that.isDestroyed()) {
return;
}
// Now wait for process() to run to finish loading
that._bufferViewTypedArray = bufferViewLoader.typedArray;
that._state = ResourceLoaderState.PROCESSING;
})
.catch(function (error) {
if (that.isDestroyed()) {
return;
}
handleError(that, error);
});
};
function handleError(dracoLoader, error) {
dracoLoader.unload();
dracoLoader._state = ResourceLoaderState.FAILED;
const errorMessage = "Failed to load Draco";
dracoLoader._promise.reject(dracoLoader.getError(errorMessage, error));
}
/**
* Processes the resource until it becomes ready.
*
* @param {FrameState} frameState The frame state.
* @private
*/
GltfDracoLoader.prototype.process = function (frameState) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("frameState", frameState);
//>>includeEnd('debug');
if (!defined(this._bufferViewTypedArray)) {
// Not ready to decode the Draco buffer
return;
}
if (defined(this._decodePromise)) {
// Currently decoding
return;
}
const draco = this._draco;
const gltf = this._gltf;
const bufferViews = gltf.bufferViews;
const bufferViewId = draco.bufferView;
const bufferView = bufferViews[bufferViewId];
const compressedAttributes = draco.attributes;
const decodeOptions = {
// Need to make a copy of the typed array otherwise the underlying
// ArrayBuffer may be accessed on both the worker and the main thread. This
// leads to errors such as "ArrayBuffer at index 0 is already detached".
// PERFORMANCE_IDEA: Look into SharedArrayBuffer to get around this.
array: new Uint8Array(this._bufferViewTypedArray),
bufferView: bufferView,
compressedAttributes: compressedAttributes,
dequantizeInShader: true,
};
const decodePromise = DracoLoader.decodeBufferView(decodeOptions);
if (!defined(decodePromise)) {
// Cannot schedule task this frame
return;
}
const that = this;
this._decodePromise = decodePromise
.then(function (results) {
if (that.isDestroyed()) {
return;
}
// Unload everything except the decoded data
that.unload();
that._decodedData = {
indices: results.indexArray,
vertexAttributes: results.attributeData,
};
that._state = ResourceLoaderState.READY;
that._promise.resolve(that);
})
.catch(function (error) {
if (that.isDestroyed()) {
return;
}
handleError(that, error);
});
};
/**
* Unloads the resource.
* @private
*/
GltfDracoLoader.prototype.unload = function () {
if (defined(this._bufferViewLoader)) {
this._resourceCache.unload(this._bufferViewLoader);
}
this._bufferViewLoader = undefined;
this._bufferViewTypedArray = undefined;
this._decodedData = undefined;
this._gltf = undefined;
};