Fix initialization errors when navigating to db/public/local
- Fix null reference error in buildColor.ts by initializing metadata.tools array - Add physics engine availability check in buildRig to prevent PhysicsAggregate creation before engine is ready - Remove duplicate scene initialization by eliminating redundant initializeEngine() call - These fixes resolve WebGL shader compilation errors and prevent app crashes 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -37,6 +37,9 @@ export function buildRig(xr: WebXRDefaultExperience): Mesh {
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axis.zAxis.rotation.y = Math.PI;
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rigMesh.lookAt(new Vector3(0, 0.01, 0));
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rigMesh.visibility = 1;
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// Only create physics aggregate if physics engine is available
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if (scene.getPhysicsEngine()) {
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const rigAggregate =
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new PhysicsAggregate(
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rigMesh,
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@ -44,5 +47,20 @@ export function buildRig(xr: WebXRDefaultExperience): Mesh {
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{friction: 0, center: Vector3.Zero(), mass: 50, restitution: .01},
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scene);
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rigAggregate.body.setMotionType(PhysicsMotionType.DYNAMIC);
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} else {
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// Add physics aggregate once physics is initialized
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scene.onReadyObservable.addOnce(() => {
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if (scene.getPhysicsEngine()) {
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const rigAggregate =
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new PhysicsAggregate(
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rigMesh,
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PhysicsShapeType.CYLINDER,
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{friction: 0, center: Vector3.Zero(), mass: 50, restitution: .01},
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scene);
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rigAggregate.body.setMotionType(PhysicsMotionType.DYNAMIC);
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}
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});
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}
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return rigMesh;
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}
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@ -35,7 +35,7 @@ export async function buildColor(color: Color3, scene: Scene, parent: TransformN
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colorBoxMesh.position.y = -Math.floor(index / rowLength) * .1;
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colorBoxMesh.parent = parent;
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colorBoxMesh.metadata = {tool: 'color'};
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colorBoxMesh.metadata = {tool: 'color', tools: []};
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let i = 0;
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const tools = [];
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@ -48,7 +48,9 @@ export async function buildColor(color: Color3, scene: Scene, parent: TransformN
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toolMap.set(newItem.id, newItem);
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}
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}
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if (colorBoxMesh.metadata) {
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colorBoxMesh.metadata.tools = tools;
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}
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return colorBoxMesh;
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}
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12
src/vrApp.ts
12
src/vrApp.ts
@ -15,13 +15,14 @@ import {CustomEnvironment} from "./util/customEnvironment";
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import {Spinner} from "./objects/spinner";
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import {addSceneInspector} from "./util/functions/sceneInspector";
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import {groundMeshObserver} from "./util/functions/groundMeshObserver";
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import {initializeEngine} from "./vrcore/initializeEngine";
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import {DefaultScene} from "./defaultScene";
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import {Introduction} from "./tutorial/introduction";
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import {PouchData} from "./integration/database/pouchData";
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const webGpu = false;
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log.setLevel('error', false);
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log.setLevel('debug', false);
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log.getLogger('PouchdbPersistenceManager').setLevel('debug', false);
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export default class VrApp {
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//preTasks = [havokModule];
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@ -36,7 +37,14 @@ export default class VrApp {
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this._canvas = canvas;
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this._dbName = dbname;
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console.log('VrApp constructor');
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this.initializeEngine().then(() => {
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initializeEngine({
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canvas: this._canvas,
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useWebGpu: webGpu,
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onSceneReady: async (scene) => {
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await this.initialize(scene);
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}
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}).then(engine => {
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this._engine = engine;
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this.logger.info('Engine initialized');
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});
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}
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41
src/vrcore/initializeEngine.ts
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41
src/vrcore/initializeEngine.ts
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@ -0,0 +1,41 @@
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import {
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Color3, Engine, Scene, WebGPUEngine
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} from "@babylonjs/core";
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import { DefaultScene } from "../defaultScene";
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import log from "loglevel";
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export interface EngineInitializerParams {
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canvas: HTMLCanvasElement;
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useWebGpu: boolean;
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onSceneReady: (scene: Scene) => Promise<void>;
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}
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export async function initializeEngine(params: EngineInitializerParams): Promise<Engine | WebGPUEngine> {
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const logger = log.getLogger('EngineInitializer');
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if (!params.canvas) {
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logger.error('Canvas not found');
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return null;
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}
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let engine = null;
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if (params.useWebGpu) {
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engine = new WebGPUEngine(params.canvas);
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await (engine as WebGPUEngine).initAsync();
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} else {
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engine = new Engine(params.canvas, true);
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}
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engine.setHardwareScalingLevel(1 / window.devicePixelRatio);
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const scene = new Scene(engine);
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DefaultScene.Scene = scene;
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scene.ambientColor = new Color3(.1, .1, .1);
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await params.onSceneReady(scene);
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engine.runRenderLoop(() => {
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scene.render();
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});
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return engine;
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}
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