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addVertices(rightArm2Box, toSkinVertices(44, 32, 47, 36), toSkinVertices(47, 32, 50, 36), toSkinVertices(40, 36, 44, 48), toSkinVertices(44, 36, 47, 48), toSkinVertices(47, 36, 51, 48), toSkinVertices(51, 36, 54, 48));
} else {
addVertices(rightArm2Box, toSkinVertices(44, 32, 48, 36), toSkinVertices(48, 32, 52, 36), toSkinVertices(40, 36, 44, 48), toSkinVertices(44, 36, 48, 48), toSkinVertices(48, 36, 52, 48), toSkinVertices(52, 36, 56, 48));
}
var rightArm2Mesh = new Mesh(rightArm2Box, layer2Material);
rightArm2Mesh.renderOrder = 1;
rightArmPivot.add(rightArm2Mesh);
rightArmPivot.position.y = -6;
_this.rightArm.add(rightArmPivot);
_this.rightArm.position.y = -4;
_this.rightArm.position.x = slim ? -5.5 : -6;
_this.add(_this.rightArm);
// Left Arm
_this.leftArm = new Group();
var leftArmPivot = new Group();
var leftArmBox = new BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0);
if (slim) {
addVertices(leftArmBox, toSkinVertices(36, 48, 39, 52), toSkinVertices(39, 48, 42, 52), toSkinVertices(32, 52, 36, 64), toSkinVertices(36, 52, 39, 64), toSkinVertices(39, 52, 43, 64), toSkinVertices(43, 52, 46, 64));
} else {
addVertices(leftArmBox, toSkinVertices(36, 48, 40, 52), toSkinVertices(40, 48, 44, 52), toSkinVertices(32, 52, 36, 64), toSkinVertices(36, 52, 40, 64), toSkinVertices(40, 52, 44, 64), toSkinVertices(44, 52, 48, 64));
}
var leftArmMesh = new Mesh(leftArmBox, layer1Material);
leftArmPivot.add(leftArmMesh);
var leftArm2Box = new BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);
if (slim) {
addVertices(leftArm2Box, toSkinVertices(52, 48, 55, 52), toSkinVertices(55, 48, 58, 52), toSkinVertices(48, 52, 52, 64), toSkinVertices(52, 52, 55, 64), toSkinVertices(55, 52, 59, 64), toSkinVertices(59, 52, 62, 64));
} else {
addVertices(leftArm2Box, toSkinVertices(52, 48, 56, 52), toSkinVertices(56, 48, 60, 52), toSkinVertices(48, 52, 52, 64), toSkinVertices(52, 52, 56, 64), toSkinVertices(56, 52, 60, 64), toSkinVertices(60, 52, 64, 64));
_updateMeshes(previousGroup?: Group) {
if (!this._objState) {
return;
}
const fallbackMaterial = this._lit
? this._litMaterial
: this._unlitMaterial;
const group = previousGroup || new Group();
let index = 0;
this._objState.objects.forEach(obj => {
const geometry = obj.geometry;
if (geometry.position.length < 1) {
return;
}
const materials = obj.materials
// Eliminate materials that don't have any faces
.filter(m => m.startGroup < m.endGroup || m.endGroup < 0);
const bufferGeometry = previousGroup ? null : new BufferGeometry();
if (bufferGeometry) {
bufferGeometry.addAttribute(
'position',
new BufferAttribute(new Float32Array(geometry.position), 3),
);
bufferGeometry.setIndex(
constructor(options = {}) {
super();
this.vizWrapper = new Group$1();
this.add(this.vizWrapper);
this.stats = new Stats();
this.stats.showPanel(0);
this.initLights();
this.initGrid();
this.updateOptions(options);
}
parse(data, mtllibCallback) {
let faceOffset = 0;
const group = new THREE.Group();
let object = group;
let geometry = new THREE.Geometry();
let material = new THREE.MeshLambertMaterial();
let mesh = new THREE.Mesh(geometry, material);
let vertices = [];
const normals = [];
const uvs = [];
function vector(x, y, z) {
return new THREE.Vector3(x, y, z);
}
function uv(u, v) {
return new THREE.Vector2(u, v);
for ( var i = 0, l = instanceNodes.length; i < l; i ++ ) {
objects.push( getNode( instanceNodes[ i ] ).clone() );
}
var object;
if ( nodes.length === 0 && objects.length === 1 ) {
object = objects[ 0 ];
} else {
object = ( type === 'JOINT' ) ? new THREE.Bone() : new THREE.Group();
for ( var i = 0; i < objects.length; i ++ ) {
object.add( objects[ i ] );
}
}
if ( object.name === '' ) {
object.name = ( type === 'JOINT' ) ? data.sid : data.name;
}
object.matrix.copy( matrix );
MeshCreator.prototype.setSceneGraphBaseNode = function ( sceneGraphBaseNode ) {
this.sceneGraphBaseNode = Validator.verifyInput( sceneGraphBaseNode, this.sceneGraphBaseNode );
this.sceneGraphBaseNode = Validator.verifyInput( this.sceneGraphBaseNode, new THREE.Group() );
};
scene.add(challenge2)
challenges.push(challenge2)
const challenge3 = addChallenge(3, -100, 2, -20)
scene.add(challenge3)
challenges.push(challenge3)
const challenge4 = addChallenge(10, 0, 2, -20)
scene.add(challenge4)
challenges.push(challenge4)
const challenge5 = addChallenge(5, 100, 2, -71)
scene.add(challenge5)
challenges.push(challenge5)
const stars = new THREE.Group()
const geometry = new THREE.SphereGeometry(10, 3, 3)
const material = new THREE.MeshBasicMaterial({
color: 0xA9D9E5,
wireframe: false,
})
const radius = 2500
const separation = 3
for (let i = 0 + separation; i <= 180 - separation; i += separation) {
const radian1 = i * Math.PI / 180
for (let j = 0; j < 360; j += separation) {
const radian2 = j * Math.PI / 180
const cube = new THREE.Mesh(geometry, material)
function drawParticles() {
particles = new THREE.Group();
scene.add(particles);
const geometry = new THREE.TetrahedronGeometry(2, 0);
for (let i = 0; i < 500; i++) {
const material = new THREE.MeshPhongMaterial({
color: 0x9CE7EA,
shading: THREE.FlatShading
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set((Math.random() - 0.5) * 1000,
(Math.random() - 0.5) * 1000,
(Math.random() - 0.5) * 1000);
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
particles.add(mesh);
}
constructor(scene, config, font, antique, emitter) {
this.emitter = emitter;
this.scene = scene;
this.font = font;
this.config = config;
this.wrap = wrap(CHAR_LIMIT);
this.buttons = {};
this.antique = antique;
this.messageGroup = new Group();
this.intersectedButton = null;
this.scene.add(this.messageGroup);
this.setMessage('waiting');
this.showMessage();
this.crazyGroup = new Group();
this.scene.add(this.crazyGroup);
this.buttons[config.rainbowText] = new Button(this.crazyGroup, this.font, config.rainbowText, 0, 2, this.emitter, 0.7 * 100, 0.2 * 100, 0.01 * 100, 0.04 * 100);
this.buttons[config.rainbowText].buttonGroup.position.z = 200;
this.buttons[config.rainbowText].buttonGroup.rotation.y = Math.PI;
}