Ensure Your JavaScript Files Load After Models with three.js

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Understanding the Problem

Your current setup includes a LoadManager, which is responsible for loading models, and a SceneManager, which uses these models. However, the SceneManager is being executed before the LoadManager completes the loading of the models. This leads to attempts to access models that aren't yet available, resulting in errors or unexpected behavior.

Symptoms of the Issue

Logs show the SceneManager attempting to access models that haven’t finished loading.

Your application might crash or display errors in the console.

The Solution: Using Promises

The key to solving this issue is to manage the asynchronous nature of the loading process. You can achieve this through the use of JavaScript Promises.

Step-by-Step Solution

Refactor the LoadManager:

Introduce an init() method that returns a Promise. This promise resolves when the models finish loading.

[[See Video to Reveal this Text or Code Snippet]]

Call the newly created init() method before initializing the SceneManager. Use the .then() method to ensure the SceneManager only initializes after the models are fully loaded.

[[See Video to Reveal this Text or Code Snippet]]

Other Options

While using Promises as demonstrated is straightforward, you might also consider async/await syntax for a cleaner, more readable approach:

[[See Video to Reveal this Text or Code Snippet]]

Conclusion

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