// @ts-check /** * The states that describe the lifecycle of a Primitive, as * represented by the primitive._state. * * The state transitions are triggered by calls to the update * function, but the actual state changes may happen asynchronously if the * asynchronous flag of the primitive was set to * true. * * @enum {number} * @private */ const PrimitiveState = { /** * The initial state of a primitive. * * Note that this does NOT mean that the primitive is "ready", as indicated * by the _ready property. It means the opposite: Nothing was * done with the primitive at all. * * For primitives that are created with the asynchronous:true * setting and that are in this state, the update call starts * the creation of the geometry using web workers, and the primitive goes * into the CREATING state. * * For synchronously created primitives, this state never matters. They will * go into the COMBINED (or FAILED) state directly due to a call to the * update function, if they are not yet FAILED, COMBINED, * or COMPLETE. */ READY: 0, /** * The process of creating the primitive geometry is ongoing. * * A primitive can only ever be in this state when it was created * with the asynchronous:true setting. * * It means that web workers are currently creating the geometry * of the primitive. * * When the geometry creation succeeds, then the primitive will go * into the CREATED state. Otherwise, it will go into the FAILED * state. Both will happen asynchronously. * * The update function has to be called regularly * until either of these states is reached. */ CREATING: 1, /** * The geometry for the primitive has been created. * * A primitive can only ever be in this state when it was created * with the asynchronous:true setting. * * It means that web workers have (asynchronously) finished the * creation of the geometry, but further (asynchronous) processing * is necessary: If a primitive is determined to be in this state * during a call to update, an asynchronous process * is triggered to "combine" the geometry, meaning that the primitive * will go into the COMBINING state. */ CREATED: 2, /** * The asynchronous creation of the geometry has been finished, but the * asynchronous process of combining the geometry has not finished yet. * * A primitive can only ever be in this state when it was created * with the asynchronous:true setting. * * It means that whatever is done with * PrimitivePipeline.packCombineGeometryParameters has * not finished yet. When combining the geometry succeeds, the * primitive will go into the COMBINED state. Otherwise, it will * go into the FAILED state. */ COMBINING: 3, /** * The geometry data is in a form that can be uploaded to the GPU. * * For synchronous primitives, this means that the geometry * has been created (synchronously) due to the first call to the * update function. * * For asynchronous primitives, this means that the asynchronous * creation of the geometry and the asynchronous combination of the * geometry have both finished. * * The update function has to be called regularly until * this state is reached. When it is reached, the update * call will cause the transition into the COMPLETE state. */ COMBINED: 4, /** * The geometry has been created and uploaded to the GPU. * * When this state is reached, it eventually causes the _ready * flag of the primitive to become true. * * Note: Setting the ready flag does NOT happen in the * update call: It only happens after rendering the next * frame! * * Note: This state does not mean that nothing has to be done * anymore (so the work is not "complete"). When the primitive is in * this state, the update function still has to be * called regularly. */ COMPLETE: 5, /** * The creation of the primitive failed. * * When this state is reached, it eventually causes the _ready * flag of the primitive to become true. * * Note: Setting the ready flag does NOT happen in the * update call: It only happens after rendering the next * frame! * * This state can be reached when the (synchronous or asynchronous) * creation of the geometry, or the (asynchronous) combination of * the geometry caused any form of error. * * It may or may not imply the presence of the _error property. * When the _error property is present on a FAILED primitive, * this error will be thrown during the update call. When it * is not present for a FAILED primitive, then the update call * will do nothing. */ FAILED: 6, }; Object.freeze(PrimitiveState); export default PrimitiveState;