Set up status messages (requires multi-threading to actually work)
This commit is contained in:
parent
fbfdaca8f6
commit
61d7569d92
@ -22,3 +22,7 @@ canvas {
|
||||
margin-left: auto;
|
||||
margin-right: auto;
|
||||
}
|
||||
|
||||
p.status {
|
||||
text-align: center;
|
||||
}
|
||||
|
@ -13,5 +13,6 @@
|
||||
|
||||
</canvas>
|
||||
</div>
|
||||
<p class="status" id="status">Loading...</p>
|
||||
</body>
|
||||
</html>
|
||||
|
@ -1,4 +1,4 @@
|
||||
@REM rmdir dist\
|
||||
@REM mkdir dist\public
|
||||
@REM xcopy .\assets .\dist\public /e /h /y /f
|
||||
rmdir dist\
|
||||
mkdir dist\public
|
||||
xcopy .\assets .\dist\public /e /h /y /f
|
||||
tsc && webpack --config .\webpack\development.js --watch
|
||||
|
@ -23,20 +23,34 @@ const request_mesh = (request: XMLHttpRequest, filename: string) => {
|
||||
|
||||
// Wait for page load before executing code
|
||||
window.addEventListener('load', function() {
|
||||
console.log('PAGE LOADED');
|
||||
|
||||
const status = <HTMLParagraphElement>this.document.getElementById('status');
|
||||
let lastStatus = Date.now();
|
||||
|
||||
const canvas = new Canvas(<HTMLCanvasElement>this.document.getElementById('draw'));
|
||||
const req = new XMLHttpRequest();
|
||||
|
||||
const update_status = (text: string, punctuate: boolean = true) => {
|
||||
let newStatus = Date.now();
|
||||
const timeDiff = newStatus - lastStatus
|
||||
console.log(`Completed step '${status.textContent}' in ${timeDiff} ms`);
|
||||
if (punctuate) {
|
||||
status.textContent = `${text}...`;
|
||||
} else {
|
||||
status.textContent = text;
|
||||
}
|
||||
lastStatus = newStatus;
|
||||
}
|
||||
|
||||
req.onreadystatechange = function() {
|
||||
if (req.readyState == XMLHttpRequest.DONE) {
|
||||
console.log(req.responseText);
|
||||
const mesh = MeshImport.parse(req.responseText);
|
||||
console.log(`Got mesh array at ${mesh.name}`);
|
||||
console.log(mesh);
|
||||
|
||||
const mesh = MeshImport.parse(req.responseText, update_status);
|
||||
update_status('Drawing');
|
||||
canvas.draw_shells(mesh.shells);
|
||||
update_status('Done!', false);
|
||||
}
|
||||
}
|
||||
|
||||
update_status('Fetching mesh over network');
|
||||
request_mesh(req, 'clover.obj');
|
||||
|
||||
});
|
||||
|
@ -31,7 +31,8 @@ const parse_tri = (line: string) => {
|
||||
}
|
||||
|
||||
class MeshImport {
|
||||
public static parse(buffer: string) {
|
||||
public static parse(buffer: string, statusEvent: CallableFunction) {
|
||||
statusEvent('Parsing mesh file');
|
||||
const buff = buffer.split('\n');
|
||||
|
||||
// Initialize buffers
|
||||
@ -56,6 +57,7 @@ class MeshImport {
|
||||
console.log(`# VERTs: ${verts.length / 3}\t# UVs ${uvs.length}\t# TRIs: ${tris.length / 6}`);
|
||||
|
||||
// Construct triangles
|
||||
statusEvent('Constructing triangles');
|
||||
let t: Triangle[] = [];
|
||||
for (let i = 0; i < tris.length; i += 6) {
|
||||
let indices: number[] = [tris[i], tris[i+2], tris[i+4]];
|
||||
@ -70,9 +72,8 @@ class MeshImport {
|
||||
t.push(new Triangle(v, uv, uvi));
|
||||
}
|
||||
|
||||
console.log('IMPORT: Total triangles found', t.length);
|
||||
|
||||
// Create an initial shell
|
||||
statusEvent('Initializing UV shells');
|
||||
let shells: Shell[] = [];
|
||||
// Initialize shells by sorting triangles roughly int othem
|
||||
for (let i = 0; i < t.length; i++) {
|
||||
@ -92,9 +93,8 @@ class MeshImport {
|
||||
}
|
||||
}
|
||||
|
||||
console.log('IMPORT: Total shells initial', shells.length);
|
||||
|
||||
// Now, combine shells
|
||||
statusEvent('Merging UV shells');
|
||||
for (let i = 0; i < shells.length; i++) {
|
||||
const a = shells[i];
|
||||
for (let j = i+1; j < shells.length; j++) {
|
||||
@ -109,6 +109,7 @@ class MeshImport {
|
||||
}
|
||||
|
||||
// Finally, calculate shells
|
||||
statusEvent('Baking UV shells');
|
||||
shells.forEach((s: Shell) => {
|
||||
s.precompute();
|
||||
});
|
||||
|
@ -33,8 +33,6 @@ class Canvas {
|
||||
this.context.fill(s.path);
|
||||
this.context.stroke(s.path);
|
||||
});
|
||||
|
||||
console.log("Canvas drawn");
|
||||
}
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user