Sonar Alert: Alter the design of this function to ensure it does not mirror the implementation found at line 159

Currently, I am working on enhancing my Project by addressing all the issues highlighted by sonar. However, I have hit a roadblock with the error mentioned in the title. The issue is related to a function that loads a blender model using three.js, and sonar advises against utilizing the function multiple times. Nevertheless, I need to load multiple models using this particular function.

function weatherUpdate(condition, area) {
  let climate = [];
  
  function loadGLTF() {
    let Loader = new GLTFLoader();

    Loader.load("./model/weather.gltf", (gltf) => {
      Mesh = gltf.scene;
      Mesh.scale.set(0.2, 0.2, 0.2);
      scene.add(Mesh);
      camera.target = Mesh;
      Mesh.position.x = 0;
      Mesh.position.y = -0.4;
      Mesh.position.z = 0;
    });
  }

I could move the loadGLTF function outside of the weatherUpdate function. However, I'm unsure how to reuse the function for loading another model such as ./model/rain.gltf

Answer №1

This particular sonar error isn't the most user-friendly... Essentially, it indicates that you have created a function that is identical to another function defined elsewhere (specifically on line 159).

Redundant callbacks often lead to this issue.

Without seeing more of your code, it's challenging to recommend the best way to refactor. It seems likely that the callback for Loader.load is the repetitive function. In that case, consider creating it as a standalone function and reusing it.

The problem may also lie with the loadGLTF function. By defining it within another function, it will be recreated every time raining() is called.

A better approach would be to define it outside of rain and then call it from within.

To make the code more versatile and applicable to loading any type of mesh, you could consider refactoring like this:

// Define Loader outside of the function and keep only one instance to reuse.
const Loader = new GLTFLoader();
function loadGLTF(path) {
    Loader.load(path, (gltf) => {
      Mesh = gltf.scene;
      Mesh.scale.set(0.2, 0.2, 0.2);
      scene.add(Mesh);
      camera.target = Mesh;
      Mesh.position.x = 0;
      Mesh.position.y = -0.4;
      Mesh.position.z = 0;
    });
}

You could enhance this further by adding a second parameter to specify position and scale if they vary each time.

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