Unable to load physi.js and ammo.js due to a loading error

I'm currently working on a project involving physijs, but I keep encountering a specific error in Mozilla Firefox console:

  • NetworkError: Failed to load worker script at "js/libs/ammo.js"

https://i.sstatic.net/C41T8.png

I've been trying to troubleshoot this issue without much success. Here's the snippet of code related to my physijs setup:

<script src="build/three.js"></script>
<script src="js/libs/physi.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>

<script>

    'use strict';

    Physijs.scripts.worker = 'js/libs/physijs_worker.js';
    Physijs.scripts.ammo = 'js/libs/ammo.js';

All javascript files are located in the js directory except for Three.js building files which are in the build directory. Despite following the proper structure, I can't seem to figure out why my code isn't working as expected. I have set up lights, ground, and objects adhering to the rules of Physijs, but I'm facing difficulties, especially with applying constraints.

Here is the initialization code for the scene that I am using:

function createScene() {

            var container = document.getElementById( 'container' );

            camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 );
            camera.position.x = 0;
            camera.position.z = 17;
            camera.position.y = 12;

            scene = new Physijs.Scene;
            scene.setGravity(new THREE.Vector3( 0, -10, 0 ));


           // Other rendering configurations...

        }

I'm seeking assistance on resolving the import issue with Physi.js. How can I successfully address this problem?

Answer №1

HURDLE CLEARED I successfully overcame an obstacle by utilizing a locally hosted web server (Three.js's reference link) and making the following adjustment:

Physijs.scripts.worker = 'js/libs/physijs_worker.js';
Physijs.scripts.ammo = 'ammo.js';

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