Showing 57 of 287 total issues
File ExtractAndRelateAssetsUtils.js
has 508 lines of code (exceeds 250 allowed). Consider refactoring. Confirmed
import * as Curry from "../../../../../../../../../../../../../../../node_modules/bs-platform/lib/es6/curry.js";
import * as Caml_option from "../../../../../../../../../../../../../../../node_modules/bs-platform/lib/es6/caml_option.js";
import * as ImageUtils$WonderEditor from "../../../../../../../../../../header/utils/ImageUtils.js";
File IterateTreeAssetService.js
has 406 lines of code (exceeds 250 allowed). Consider refactoring. Confirmed
import * as List from "../../../../../../../node_modules/bs-platform/lib/es6/list.js";
import * as Block from "../../../../../../../node_modules/bs-platform/lib/es6/block.js";
import * as Curry from "../../../../../../../node_modules/bs-platform/lib/es6/curry.js";
Function extractAndRelateAssets
has 95 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function extractAndRelateAssets(allGameObjects, imageUint8ArrayDataMap, param) {
var engineState = param[1];
var editorState = param[0];
var match = _prepareData(editorState, engineState);
var match$1 = match[6];
Function buildComponentUIComponent
has 84 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function buildComponentUIComponent(param, type_, gameObject, languageType) {
var dispatchFunc = param[1];
var uiState = param[0];
switch (type_) {
case 0 :
Function _checkIntersectTriangleForBackAndNoneCull
has a Cognitive Complexity of 23 (exceeds 5 allowed). Consider refactoring. Confirmed
function _checkIntersectTriangleForBackAndNoneCull(cullType, param, ray) {
var direction = ray[/* direction */1];
var va = param[0];
var edge1 = Vector3Service$Wonderjs.sub(/* Float */0, param[1], va);
var edge2 = Vector3Service$Wonderjs.sub(/* Float */0, param[2], va);
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
Function _checkIntersectTriangleForBackAndNoneCull
has 71 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function _checkIntersectTriangleForBackAndNoneCull(cullType, param, ray) {
var direction = ray[/* direction */1];
var va = param[0];
var edge1 = Vector3Service$Wonderjs.sub(/* Float */0, param[1], va);
var edge2 = Vector3Service$Wonderjs.sub(/* Float */0, param[2], va);
Function checkNodeRelation
has a Cognitive Complexity of 20 (exceeds 5 allowed). Consider refactoring. Confirmed
function checkNodeRelation(sourceNodeId, targetNodeId, param) {
var editorState = param[0];
var sourceNode = OperateTreeAssetEditorService$WonderEditor.unsafeFindNodeById(sourceNodeId, editorState);
var targetNode = OperateTreeAssetEditorService$WonderEditor.unsafeFindNodeById(targetNodeId, editorState);
var match = !FolderNodeAssetService$WonderEditor.isFolderNode(targetNode);
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
File SceneTreeNode.js
has 275 lines of code (exceeds 250 allowed). Consider refactoring. Confirmed
import * as Block from "../../../../../../../../node_modules/bs-platform/lib/es6/block.js";
import * as Curry from "../../../../../../../../node_modules/bs-platform/lib/es6/curry.js";
import * as React from "react";
Function isIntersectAABB
has a Cognitive Complexity of 18 (exceeds 5 allowed). Consider refactoring. Confirmed
function isIntersectAABB(param, ray) {
var max = param[/* max */1];
var maxZ = max[2];
var maxY = max[1];
var maxX = max[0];
- Read upRead up
Cognitive Complexity
Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.
A method's cognitive complexity is based on a few simple rules:
- Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
- Code is considered more complex for each "break in the linear flow of the code"
- Code is considered more complex when "flow breaking structures are nested"
Further reading
File MainEditorMaterialMap.js
has 265 lines of code (exceeds 250 allowed). Consider refactoring. Confirmed
import * as Block from "../../../../../../../../../../../../../../node_modules/bs-platform/lib/es6/block.js";
import * as Curry from "../../../../../../../../../../../../../../node_modules/bs-platform/lib/es6/curry.js";
import * as React from "react";
File FloatInput.js
has 254 lines of code (exceeds 250 allowed). Consider refactoring. Confirmed
import * as Block from "../../../../../../node_modules/bs-platform/lib/es6/block.js";
import * as Curry from "../../../../../../node_modules/bs-platform/lib/es6/curry.js";
import * as React from "react";
Function isIntersectAABB
has 47 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function isIntersectAABB(param, ray) {
var max = param[/* max */1];
var maxZ = max[2];
var maxY = max[1];
var maxX = max[0];
Function generateASB
has 43 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function generateASB(imageUint8ArrayMap, param) {
var match = HeaderBuildJsonDataUtils$WonderEditor.buildJsonData(imageUint8ArrayMap, /* tuple */[
param[0],
param[1]
]);
Function handleFileByTypeAsync
has 43 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function handleFileByTypeAsync(fileResult, createJsZipFunc) {
var match = StateLogicService$WonderEditor.getEditorState(IdAssetEditorService$WonderEditor.generateNodeId);
var assetNodeId = match[1];
var editorState = match[0];
var engineState = StateEngineService$WonderEditor.unsafeGetState(/* () */0);
Function removeComponentByType
has 41 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function removeComponentByType(type_, currentSceneTreeNode, param) {
var engineState = param[1];
var editorState = param[0];
var exit = 0;
switch (type_) {
Function addComponentByType
has 41 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function addComponentByType(type_, currentSceneTreeNode, param) {
var engineState = param[1];
var editorState = param[0];
var exit = 0;
switch (type_) {
Function _import
has 40 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function _import(result) {
_disposeAssets(/* () */0);
StateEngineService$WonderEditor.setState(ReallocateCPUMemoryJob$WonderEditor.reallocate(0.1, JobEngineService$WonderEditor.execDisposeJob(StateEngineService$WonderEditor.unsafeGetState(/* () */0))));
_initAssetTreeRoot(/* () */0);
StateLogicService$WonderEditor.getAndSetEditorState(PickingEditorService$WonderEditor.clearSphereShape);
Function _handleSelectAxisGizmo
has 40 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function _handleSelectAxisGizmo(ray, editorState, engineState) {
var match = isSelectTranslationAxisGizmo(OperateTranslationGizmoSceneViewEditorService$WonderEditor.unsafeGetTranslationXAxisGizmo(editorState), ray, engineState, editorState);
if (match) {
var partial_arg = GameObjectEngineService$WonderEditor.getAllBasicMaterials(HierarchyGameObjectEngineService$WonderEditor.getAllGameObjects(OperateTranslationGizmoSceneViewEditorService$WonderEditor.unsafeGetTranslationXAxisGizmo(editorState), engineState), engineState);
return _selectAxisGizmo(ray, /* tuple */[
Function _bindDragStartEvent
has 39 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function _bindDragStartEvent(engineState) {
return ManageEventEngineService$WonderEditor.onCustomGlobalEvent(SceneViewEventEditorService$WonderEditor.getPointDragStartEventName(/* () */0), (function ($$event, engineState) {
var match = MouseEventService$WonderEditor.isLeftMouseButton($$event);
if (match) {
var editorState = StateEditorService$WonderEditor.getState(/* () */0);
Function render
has 38 lines of code (exceeds 25 allowed). Consider refactoring. Confirmed
function render(param, currentSceneTreeNode, self) {
var send = self[/* send */3];
var state = self[/* state */1];
var dispatchFunc = param[1];
var uiState = param[0];