How to use handleArray method in ng-mocks

Best JavaScript code snippet using ng-mocks

main.js

Source:main.js Github

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1//import * as THREE from "/js/three.module.js"2import { LineBasicMaterial } from "./js/three.module.js";3import { Mesh } from "./js/three.module.js";4import * as THREE from "./js/three.module.js"5import {Handle} from "./handle.js";6// ------------ Setting up camera and scene ------------ //7THREE.WebGLRenderer.alpha = true;8const scene = new THREE.Scene();9const camera = new THREE.PerspectiveCamera( 75, 500 / 400, 0.1, 1000 );10var canvRef = document.getElementById("my_canvas")11const renderer = new THREE.WebGLRenderer({canvas: canvRef});12renderer.setSize( 500, 400);13var container = document.getElementsByClassName("content");14//container[0].appendChild( renderer.domElement );15container[0].insertBefore(renderer.domElement, document.getElementsByClassName("content").item(0).lastElementChild);16var mouse = new THREE.Vector3();17document.addEventListener('mousemove', onDocumentMouseMove, false);18document.addEventListener("mousedown", onMouseDown, false);19camera.position.z = 20;20var testPos = new THREE.Vector3(0, 0, 0);21// ----------------------------------------------------- //22var centreMat = new THREE.LineBasicMaterial({color: 0xFF0000});23var nodeMat = new THREE.LineBasicMaterial({color: 0xFFFFFF});24var clickedMat = new LineBasicMaterial({color: 0x00FF00});25// ---- Actual circum circle stuff ---- //26var radius = 5;27var segments = 50;28var circleMat = new THREE.LineBasicMaterial({color: 0x0000ff});29var circleGeometry = new THREE.CircleGeometry(radius, segments);30//circleGeometry.vertices.shift();31let pts = new THREE.Path().absarc(0, 0, 2, 0, Math.PI * 2).getPoints(64);32const testGeo = new THREE.BufferGeometry().setFromPoints(pts);33var circleLine = new THREE.Line(testGeo, circleMat)34scene.add(circleLine);35// ------------------------------------ //36var heldObj;37const handleArray = [new Handle(0.5, 0, 0, scene, nodeMat, clickedMat), new Handle(0.5, 5, 0, scene, nodeMat, clickedMat), new Handle(0.5, -1, -3, scene, nodeMat, clickedMat)];38var testHandle1 = new Handle(0.1, 0, 0, scene, nodeMat, clickedMat);39var testHandle2 = new Handle(0.1, 0, 0, scene, nodeMat, clickedMat);40var normal1Handle = new Handle(0.1, 0, 0, scene, nodeMat, clickedMat);41var normal2Handle = new Handle(0.1, 0, 0, scene, nodeMat, clickedMat);42var centreHandle = new Handle(0.1, 0, 0, scene, centreMat, clickedMat);43// ------------- Debug Line Stuff ------------- //44const line1Points = [];45line1Points.push(new THREE.Vector3(handleArray[0].mesh.position.x, handleArray[0].mesh.position.y, 0));46line1Points.push(new THREE.Vector3(handleArray[1].mesh.position.x, handleArray[1].mesh.position.y, 0));47const line1Geo = new THREE.BufferGeometry().setFromPoints(line1Points);48const line1 = new THREE.Line(line1Geo, clickedMat);49const line2Points = [];50line2Points.push(new THREE.Vector3(handleArray[1].mesh.position.x, handleArray[1].mesh.position.y, 0));51line2Points.push(new THREE.Vector3(handleArray[2].mesh.position.x, handleArray[2].mesh.position.y, 0));52const line2Geo = new THREE.BufferGeometry().setFromPoints(line2Points);53const line2 = new THREE.Line(line2Geo, clickedMat);54scene.add(line1);55scene.add(line2);56// -------------------------------------------- //57function update(event)58{ 59 requestAnimationFrame( update );60 for(var i = 0; i < handleArray.length; i++)61 {62 handleArray[i].Update(event, mouse, camera, scene);63 }64 // handle1.Update(event, mouse, camera, scene);65 // handle2.Update(event, mouse, camera, scene);66 // handle3.Update(event, mouse, camera, scene);67 var centrePoint1X = handleArray[0].mesh.position.x + handleArray[1].mesh.position.x;68 var centrePoint1Y = handleArray[0].mesh.position.y + handleArray[1].mesh.position.y; 69 var testVec = new THREE.Vector3(centrePoint1X, centrePoint1Y, 0);70 var centrePoint2X = handleArray[1].mesh.position.x + handleArray[2].mesh.position.x;71 var centrePoint2Y = handleArray[1].mesh.position.y + handleArray[2].mesh.position.y; 72 var testVec2 = new THREE.Vector3(centrePoint2X, centrePoint2Y, 0);73 testHandle1.mesh.position.x = testVec.x * 0.5;74 testHandle1.mesh.position.y = testVec.y * 0.5;75 testHandle2.mesh.position.x = testVec2.x * 0.5;76 testHandle2.mesh.position.y = testVec2.y * 0.5;77 78 var normal1X = handleArray[1].mesh.position.x - handleArray[0].mesh.position.x;79 var normal1Y = handleArray[1].mesh.position.y - handleArray[0].mesh.position.y;80 var normal1Mag = Math.sqrt(normal1X * normal1X + normal1Y * normal1Y);81 normal1X /= normal1Mag;82 normal1Y /= normal1Mag;83 normal1Handle.mesh.position.x = testHandle1.mesh.position.x + (normal1Y);84 normal1Handle.mesh.position.y = testHandle1.mesh.position.y + -(normal1X);85 var normal2X = handleArray[2].mesh.position.x - handleArray[1].mesh.position.x;86 var normal2Y = handleArray[2].mesh.position.y - handleArray[1].mesh.position.y;87 var normal2Mag = Math.sqrt(normal2X * normal2X + normal2Y * normal2Y);88 normal2X /= normal2Mag;89 normal2Y /= normal2Mag;90 normal2Handle.mesh.position.x = testHandle2.mesh.position.x + (normal2Y);91 normal2Handle.mesh.position.y = testHandle2.mesh.position.y + -(normal2X);92 var t2 = normal1Y * (testHandle2.mesh.position.y - testHandle1.mesh.position.y) - -normal1X * (testHandle2.mesh.position.x - testHandle1.mesh.position.x);93 t2 /= -normal1X * normal2Y - normal1Y * -normal2X;94 centreHandle.mesh.position.x = testHandle2.mesh.position.x + (normal2Y * t2);95 centreHandle.mesh.position.y = testHandle2.mesh.position.y + (-normal2X * t2);96 var handle0ToCentreX = centreHandle.mesh.position.x - handleArray[0].mesh.position.x;97 var handle0ToCentreY = centreHandle.mesh.position.y - handleArray[0].mesh.position.y;98 var handle0ToCentreMag = Math.sqrt(handle0ToCentreX * handle0ToCentreX + handle0ToCentreY * handle0ToCentreY);99 var radius = handle0ToCentreMag;100 // updating circle radius:101 const newPts = new THREE.Path().absarc(0, 0, radius, 0, Math.PI * 2).getPoints(64);102 let newTestGeo = new THREE.BufferGeometry().setFromPoints(newPts);103 circleLine.geometry = newTestGeo;104 circleLine.position.x = centreHandle.mesh.position.x;105 circleLine.position.y = centreHandle.mesh.position.y;106}107update();108function animate() {109 requestAnimationFrame( animate );110 renderer.render( scene, camera );111 112}113animate();114function onDocumentMouseMove(event) {115 event.preventDefault();116 // Getting screen space mouse coordinates in device coordinates.117 mouse.x = (event.offsetX / 500) * 2 - 1;118 mouse.y = -(event.offsetY / 400) * 2 + 1;119 120 var vec = new THREE.Vector3(); // create once and reuse121 var pos = new THREE.Vector3(); // create once and reuse122 // Getting the mouse location in input device coordinates.123 vec.set(124 ( event.offsetX / 500 ) * 2 - 1,125 -( event.offsetY / 400 ) * 2 + 1,126 0);127 // After making them normalised device coordniates, we get them back to world space coordinates on z-level 0.128 vec.unproject( camera );129 // Moving the vector to the camera's position.130 vec.sub( camera.position ).normalize();131 132 var distance = 0;133 if(heldObj)134 distance = (heldObj.mesh.position.z - camera.position.z) / vec.z;135 136 pos.copy( camera.position ).add( vec.multiplyScalar( distance ) );137 //testPos = pos;138 139 if(heldObj)140 { 141 heldObj.mesh.translateX(pos.x - heldObj.mesh.getWorldPosition(heldObj.mesh.position).x);142 heldObj.mesh.translateY(pos.y - heldObj.mesh.getWorldPosition(heldObj.mesh.position).y); 143 }144 // Old debugging line.145 //var temp = new THREE.Vector3(mouse.x, mouse.y, mouse.z);146 //var circleToMouse = temp.sub(nodeMesh.position);147 //var mag = circleToMouse.x * circleToMouse.x + circleToMouse.y * circleToMouse.y;148 //mag = Math.sqrt(mag);149 //points[1].x = testPos.x;150 //points[1].y = testPos.y;151 //const lineGeo = new THREE.BufferGeometry().setFromPoints(points);152 //line.geometry = new THREE.BufferGeometry().setFromPoints(points);153 154 // ----------------- Updating debug lines if player moves the handles ----------------- //155 line1Points[0].x = handleArray[0].mesh.position.x;156 line1Points[0].y = handleArray[0].mesh.position.y;157 line1Points[1].x = handleArray[1].mesh.position.x;158 line1Points[1].y = handleArray[1].mesh.position.y;159 line2Points[0].x = handleArray[1].mesh.position.x;160 line2Points[0].y = handleArray[1].mesh.position.y;161 line2Points[1].x = handleArray[2].mesh.position.x;162 line2Points[1].y = handleArray[2].mesh.position.y;163 const line1Geo = new THREE.BufferGeometry().setFromPoints(line1Points);164 line1.geometry = line1Geo;165 166 const line2Geo = new THREE.BufferGeometry().setFromPoints(line2Points);167 line2.geometry = line2Geo;168}169function CheckOverlap(hit){170 var ray = new THREE.Raycaster();171 ray.setFromCamera(mouse, camera);172 173 const hits = ray.intersectObjects(scene.children);174 if(hits.length > 0)175 {176 // We check if the passed in object was one of the hits.177 for(var i = 0; i < hits.length; i++)178 {179 if(hit.id == hits[i].object.id)180 {181 return true;182 }183 }184 return false;185 }186 else187 {188 return false;189 }190}191function onMouseDown(event)192{193 if(heldObj) // If we are already holding a handle, drop it if we click again.194 {195 heldObj = null;196 }197 else198 {199 for(var i = 0; i < handleArray.length; i++)200 {201 if(handleArray[i].m_IsHovering)202 {203 console.log("You clicked on a handle!");204 heldObj = handleArray[i];205 206 }207 208 }209 }...

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linecollide.ts

Source:linecollide.ts Github

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1import { Vector } from './vector';2import { DisplayString, Input, renderLine, renderLoop, VectorEngine } from '../../engine/index'3export { VectorEngineExports } from '../../engine/index';4VectorEngine.init();5const handleArray: StaticArray<Vector> = [6 new Vector(-0.5, -0.5),7 new Vector(0.5, 0.5),8 new Vector(0.5, -0.5),9 new Vector(-0.5, 0.5),10];11const red: u32 = 0xff_00_00_ff;12const green: u32 = 0x00_ff_00_ff;13const yellow: u32 = 0xff_ff_00_ff;14const white: u32 = 0xff_ff_ff_ff;15const blue: u32 = 0x99_99_ff_ff;16const purple: u32 = 0xff_00_ff_ff;17const handleLoop: StaticArray<f32> = [18 -0.02, -0.02,19 0.02, -0.02,20 0.02, 0.02,21 -0.02, 0.02,22]23const line1: StaticArray<f32> = [24 -1, -1,25 1, 1,26];27const line2: StaticArray<f32> = [28 -1, 1,29 1, -1,30]31var dragIndex: i32 = -1;32function mouseDownCheck(): i32 {33 for (let i: i32 = 0; i < handleArray.length; i++) {34 if (Mathf.abs(handleArray[i].x - Input.MouseX) < 0.05 &&35 Mathf.abs(handleArray[i].y - Input.MouseY) < 0.05) {36 return i;37 }38 }39 return -1;40}41var directionA: Vector = new Vector();42var directionB: Vector = new Vector();43var distancePoint1: Vector = new Vector();44var distancePoint2: Vector = new Vector();45var rotatedDirection: Vector = new Vector();46function segmentTest(SegmentBegin: Vector, SegmentEnd: Vector,47 LineBegin: Vector, LineEnd: Vector48): bool {49 directionA.copy(SegmentEnd);50 directionA.subtract(SegmentBegin);51 if (directionA.x == 0 && directionA.y == 0) {52 return false;53 }54 directionB.copy(SegmentEnd);55 distancePoint1.copy(SegmentBegin)56 distancePoint2.copy(SegmentBegin)57 distancePoint1.subtract(LineBegin)58 distancePoint2.subtract(LineEnd)59 rotatedDirection.copy(directionA);60 rotatedDirection.rotate90();61 if (rotatedDirection.dot(distancePoint1) * rotatedDirection.dot(distancePoint2) > 0) {62 return false;63 }64 directionB.subtract(LineBegin);65 if (directionA.x == 0 && directionA.y == 0) {66 return false;67 }68 distancePoint1.copy(LineBegin);69 distancePoint1.subtract(SegmentBegin);70 distancePoint2.copy(LineBegin);71 distancePoint2.subtract(SegmentEnd);72 rotatedDirection.copy(directionB);73 rotatedDirection.rotate90();74 if (rotatedDirection.dot(distancePoint1) * rotatedDirection.dot(distancePoint2) > 0) {75 return false;76 }77 return true;78}79function lineCollision(): bool {80 return segmentTest(handleArray[0], handleArray[1],81 handleArray[2], handleArray[3]) &&82 segmentTest(handleArray[2], handleArray[3],83 handleArray[0], handleArray[1]);84}85export function gameLogic(delta: i32): void {86 let mouse_down: bool = Input.MouseLeftButton;87 if (dragIndex == -1 && mouse_down) {88 dragIndex = mouseDownCheck();89 }90 if (mouse_down == false) {91 dragIndex = -1;92 }93 if (dragIndex != -1 && mouse_down) {94 handleArray[dragIndex].x = Input.MouseX;95 handleArray[dragIndex].y = Input.MouseY;96 }97 line1[0] = handleArray[0].x;98 line1[1] = handleArray[0].y;99 line1[2] = handleArray[1].x;100 line1[3] = handleArray[1].y;101 line2[0] = handleArray[2].x;102 line2[1] = handleArray[2].y;103 line2[2] = handleArray[3].x;104 line2[3] = handleArray[3].y;105 let collision: bool = lineCollision();106 renderLine(line1, 0.0, 0.0, collision ? red : green, 0.0, 1.0);107 renderLine(line2, 0.0, 0.0, collision ? red : green, 0.0, 1.0);108 renderLoop(handleLoop, handleArray[0].x, handleArray[0].y, yellow, 0.0, 1.0);109 renderLoop(handleLoop, handleArray[1].x, handleArray[1].y, yellow, 0.0, 1.0);110 renderLoop(handleLoop, handleArray[2].x, handleArray[2].y, blue, 0.0, 1.0);111 renderLoop(handleLoop, handleArray[3].x, handleArray[3].y, blue, 0.0, 1.0);...

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WeatherPage.js

Source:WeatherPage.js Github

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...12 const modifiedgivenData = givenData.slice(day.length, givenData.length);13 return [day, modifiedgivenData];14 };15 // #########################16 const [firstDay, firstModData] = handleArray(data);17 const [secondDay, secondModData] = handleArray(firstModData);18 const [thirdDay, thirdModData] = handleArray(secondModData);19 const [fourthdDay, fourthModData] = handleArray(thirdModData);20 const [fifthdDay, fifthModData] = handleArray(fourthModData);21 const [sixthdDay, sixthModData] = handleArray(fifthModData);22 const [seventhdDay, seventhModData] = handleArray(sixthModData);23 const [eigthDay, eigthModData] = handleArray(seventhModData);24 const [ninethdDay, ninethModData] = handleArray(eigthModData);25 const [tenthdDay, tenthModData] = handleArray(ninethModData);26 return (27 <div className="weather_page">28 <WeatherRow dayData={firstDay} />29 <WeatherRow dayData={secondDay} />30 <WeatherRow dayData={thirdDay} />31 <WeatherRow dayData={fourthdDay} />32 <WeatherRow dayData={fifthdDay} />33 <WeatherRow dayData={sixthdDay} />34 <WeatherRow dayData={seventhdDay} />35 <WeatherRow dayData={eigthDay} />36 <WeatherRow dayData={ninethdDay} />37 <WeatherRow dayData={tenthdDay} />38 </div>39 );...

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Using AI Code Generation

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1import { handleArray } from 'ng-mocks-universal';2describe('handleArray', () => {3 it('should return an array', () => {4 const result = handleArray([1, 2, 3]);5 expect(result).toEqual([1, 2, 3]);6 });7});8import { mockProvider } from 'ng-mocks-universal';9describe('mockProvider', () => {10 it('should return a mock class', () => {11 const result = mockProvider(FooService);12 expect(result).toBeDefined();13 });14});15import { mockMethod } from 'ng-mocks-universal';16describe('mockMethod', () => {17 it('should return a mock method', () => {18 const result = mockMethod(FooService, 'foo');19 expect(result).toBeDefined();20 });21});22import { mockProperty } from 'ng-mocks

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Using AI Code Generation

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1let result = ngMocks.handleArray(array);2let result = ngMocks.handleObject(object);3let result = ngMocks.handleString(string);4let result = ngMocks.handleValue(value);5let result = ngMocks.hasClass(element, className);6let result = ngMocks.hasDirective(element, directive);7let result = ngMocks.hasInput(element, input);8let result = ngMocks.hasInput(element, input, value);9let result = ngMocks.hasInput(element, input, value, strict);10let result = ngMocks.hasOutput(element, output);11let result = ngMocks.hasOutput(element, output, value);12let result = ngMocks.hasOutput(element, output, value, strict);13let result = ngMocks.hasSelector(element, selector);14let result = ngMocks.hasSelector(element, selector, count);15let result = ngMocks.hasSelector(element, selector, count, strict);16let result = ngMocks.hasStyle(element, style);17let result = ngMocks.hasStyle(element, style, value);

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Using AI Code Generation

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1import { handleArray } from 'ng-mocks';2const result = handleArray([1, 2, 3]);3import { handleFunction } from 'ng-mocks';4const result = handleFunction(() => 'test');5import { handleObject } from 'ng-mocks';6const result = handleObject({ name: 'test' });7import { handleString } from 'ng-mocks';8const result = handleString('test');9import { handleUndefined } from 'ng-mocks';10const result = handleUndefined(undefined);11import { instance } from 'ng-mocks';12const result = instance(mockObject);13import { mock } from 'ng-mocks';14const result = mock(OriginalClass);15import { mockAll } from 'ng-mocks';16const result = mockAll(OriginalClass);17import { mockProvider } from 'ng-mocks';

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Using AI Code Generation

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1import { handleArray } from 'ng-mocks';2import { MockService } from './mock-service';3describe('MockService', () => {4 let service: MockService;5 beforeEach(() => {6 service = handleArray(MockService);7 });8 it('should return an array of strings', () => {9 expect(service.getValues()).toEqual(['value1', 'value2']);10 });11});12import { Injectable } from '@angular/core';13@Injectable()14export class MockService {15 getValues(): string[] {16 return ['value1', 'value2'];17 }18}19What is the difference between ng-mocks and jasmine.createSpyObj()?20To mock a service in Angular 5, we can use the ng-mocks library. This library provides the handleArray() method that can be used to

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Using AI Code Generation

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1var newArray = ngMocks.handleArray(originalArray);2var newObject = ngMocks.handleObject(originalObject);3var newFunction = ngMocks.handleFunction(originalFunction);4var newPromise = ngMocks.handlePromise(originalPromise);5var newObservable = ngMocks.handleObservable(originalObservable);6var newService = ngMocks.handleService(originalService);7var newRoute = ngMocks.handleRoute(originalRoute);8var newDirective = ngMocks.handleDirective(originalDirective);9var newComponent = ngMocks.handleComponent(originalComponent);10var newPipe = ngMocks.handlePipe(originalPipe);11var newModule = ngMocks.handleModule(originalModule);

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