fix access block scene after destroyed

This commit is contained in:
Mononaut 2025-01-08 13:08:33 +00:00
parent 9f5666f410
commit 7740908a4c
No known key found for this signature in database
GPG key ID: A3F058E41374C04E
2 changed files with 19 additions and 5 deletions

View file

@ -453,7 +453,7 @@ export class BlockOverviewGraphComponent implements AfterViewInit, OnDestroy, On
}
this.applyQueuedUpdates();
// skip re-render if there's no change to the scene
if (this.scene && this.gl) {
if (this.scene && this.gl && this.vertexArray) {
/* SET UP SHADER UNIFORMS */
// screen dimensions
this.gl.uniform2f(this.gl.getUniformLocation(this.shaderProgram, 'screenSize'), this.displayWidth, this.displayHeight);

View file

@ -19,6 +19,7 @@ export class FastVertexArray {
freeSlots: number[];
lastSlot: number;
dirty = false;
destroyed = false;
constructor(length, stride) {
this.length = length;
@ -32,6 +33,9 @@ export class FastVertexArray {
}
insert(sprite: TxSprite): number {
if (this.destroyed) {
return;
}
this.count++;
let position;
@ -45,11 +49,14 @@ export class FastVertexArray {
}
}
this.sprites[position] = sprite;
return position;
this.dirty = true;
return position;
}
remove(index: number): void {
if (this.destroyed) {
return;
}
this.count--;
this.clearData(index);
this.freeSlots.push(index);
@ -61,20 +68,26 @@ export class FastVertexArray {
}
setData(index: number, dataChunk: number[]): void {
if (this.destroyed) {
return;
}
this.data.set(dataChunk, (index * this.stride));
this.dirty = true;
}
clearData(index: number): void {
private clearData(index: number): void {
this.data.fill(0, (index * this.stride), ((index + 1) * this.stride));
this.dirty = true;
}
getData(index: number): Float32Array {
if (this.destroyed) {
return;
}
return this.data.subarray(index, this.stride);
}
expand(): void {
private expand(): void {
this.length *= 2;
const newData = new Float32Array(this.length * this.stride);
newData.set(this.data);
@ -82,7 +95,7 @@ export class FastVertexArray {
this.dirty = true;
}
compact(): void {
private compact(): void {
// New array length is the smallest power of 2 larger than the sprite count (but no smaller than 512)
const newLength = Math.max(512, Math.pow(2, Math.ceil(Math.log2(this.count))));
if (newLength !== this.length) {
@ -117,5 +130,6 @@ export class FastVertexArray {
this.freeSlots = null;
this.lastSlot = 0;
this.dirty = false;
this.destroyed = true;
}
}