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Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems.
Passed 21 of 22 test cases with the skill, and 18 of 22 without it.
3 fixed18 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
I have several 3D meshes that I want to move and rotate together as a single unit in my Three.js project. Show me how to group three existing meshes into a single container, and then use the library's math utilities to smoothly interpolate the container's position towards a target 3D vector. Output a short code snippet demonstrating this logic.
| Checked | Without skill | With skill |
|---|---|---|
| Uses renderer.setAnimationLoop instead of requestAnimationFrame for the animation loop | Missed | Passed |
| Instantiates a THREE.Group to contain the meshes | Passed | Passed |
| Calls the lerp method on the position vector to interpolate towards the target | Passed | Passed |
The instructions your model reads when the skill loads.
import * as THREE from "three";
// Create scene, camera, renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000,
);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
// Add a mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Add light
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 5, 5);
scene.add(dirLight);
camera.position.z = 5;
test cases passed, vs 18 / 22 without
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