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LoadingManager.js
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/**
* Handles and keeps track of loaded and pending data. A default global
* instance of this class is created and used by loaders if not supplied
* manually.
*
* In general that should be sufficient, however there are times when it can
* be useful to have separate loaders - for example if you want to show
* separate loading bars for objects and textures.
*
* ```js
* const manager = new THREE.LoadingManager();
* manager.onLoad = () => console.log( 'Loading complete!' );
*
* const loader1 = new OBJLoader( manager );
* const loader2 = new ColladaLoader( manager );
* ```
*/
class LoadingManager {
/**
* Constructs a new loading manager.
*
* @param {Function} [onLoad] - Executes when all items have been loaded.
* @param {Function} [onProgress] - Executes when single items have been loaded.
* @param {Function} [onError] - Executes when an error occurs.
*/
constructor( onLoad, onProgress, onError ) {
const scope = this;
let isLoading = false;
let itemsLoaded = 0;
let itemsTotal = 0;
let urlModifier = undefined;
const handlers = [];
// Refer to #5689 for the reason why we don't set .onStart
// in the constructor
/**
* Executes when an item starts loading.
*
* @type {Function|undefined}
* @default undefined
*/
this.onStart = undefined;
/**
* Executes when all items have been loaded.
*
* @type {Function|undefined}
* @default undefined
*/
this.onLoad = onLoad;
/**
* Executes when single items have been loaded.
*
* @type {Function|undefined}
* @default undefined
*/
this.onProgress = onProgress;
/**
* Executes when an error occurs.
*
* @type {Function|undefined}
* @default undefined
*/
this.onError = onError;
/**
* This should be called by any loader using the manager when the loader
* starts loading an item.
*
* @param {string} url - The URL to load.
*/
this.itemStart = function ( url ) {
itemsTotal ++;
if ( isLoading === false ) {
if ( scope.onStart !== undefined ) {
scope.onStart( url, itemsLoaded, itemsTotal );
}
}
isLoading = true;
};
/**
* This should be called by any loader using the manager when the loader
* ended loading an item.
*
* @param {string} url - The URL of the loaded item.
*/
this.itemEnd = function ( url ) {
itemsLoaded ++;
if ( scope.onProgress !== undefined ) {
scope.onProgress( url, itemsLoaded, itemsTotal );
}
if ( itemsLoaded === itemsTotal ) {
isLoading = false;
if ( scope.onLoad !== undefined ) {
scope.onLoad();
}
}
};
/**
* This should be called by any loader using the manager when the loader
* encounters an error when loading an item.
*
* @param {string} url - The URL of the item that produces an error.
*/
this.itemError = function ( url ) {
if ( scope.onError !== undefined ) {
scope.onError( url );
}
};
/**
* Given a URL, uses the URL modifier callback (if any) and returns a
* resolved URL. If no URL modifier is set, returns the original URL.
*
* @param {string} url - The URL to load.
* @return {string} The resolved URL.
*/
this.resolveURL = function ( url ) {
if ( urlModifier ) {
return urlModifier( url );
}
return url;
};
/**
* If provided, the callback will be passed each resource URL before a
* request is sent. The callback may return the original URL, or a new URL to
* override loading behavior. This behavior can be used to load assets from
* .ZIP files, drag-and-drop APIs, and Data URIs.
*
* ```js
* const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
*
* const manager = new THREE.LoadingManager();
*
* // Initialize loading manager with URL callback.
* const objectURLs = [];
* manager.setURLModifier( ( url ) => {
*
* url = URL.createObjectURL( blobs[ url ] );
* objectURLs.push( url );
* return url;
*
* } );
*
* // Load as usual, then revoke the blob URLs.
* const loader = new GLTFLoader( manager );
* loader.load( 'fish.gltf', (gltf) => {
*
* scene.add( gltf.scene );
* objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
*
* } );
* ```
*
* @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
* @return {LoadingManager} A reference to this loading manager.
*/
this.setURLModifier = function ( transform ) {
urlModifier = transform;
return this;
};
/**
* Registers a loader with the given regular expression. Can be used to
* define what loader should be used in order to load specific files. A
* typical use case is to overwrite the default loader for textures.
*
* ```js
* // add handler for TGA textures
* manager.addHandler( /\.tga$/i, new TGALoader() );
* ```
*
* @param {string} regex - A regular expression.
* @param {Loader} loader - A loader that should handle matched cases.
* @return {LoadingManager} A reference to this loading manager.
*/
this.addHandler = function ( regex, loader ) {
handlers.push( regex, loader );
return this;
};
/**
* Removes the loader for the given regular expression.
*
* @param {string} regex - A regular expression.
* @return {LoadingManager} A reference to this loading manager.
*/
this.removeHandler = function ( regex ) {
const index = handlers.indexOf( regex );
if ( index !== - 1 ) {
handlers.splice( index, 2 );
}
return this;
};
/**
* Can be used to retrieve the registered loader for the given file path.
*
* @param {string} file - The file path.
* @return {?Loader} The registered loader. Returns `null` if no loader was found.
*/
this.getHandler = function ( file ) {
for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
const regex = handlers[ i ];
const loader = handlers[ i + 1 ];
if ( regex.global ) regex.lastIndex = 0; // see #17920
if ( regex.test( file ) ) {
return loader;
}
}
return null;
};
}
}
/**
* The global default loading manager.
*
* @constant
* @type {LoadingManager}
*/
const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
export { DefaultLoadingManager, LoadingManager };