Use mesh bounds for item placement and floorplan
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@@ -15,8 +15,8 @@ import { Clone } from '@react-three/drei/core/Clone'
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import { useGLTF } from '@react-three/drei/core/Gltf'
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import { useFrame } from '@react-three/fiber'
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import { Suspense, useEffect, useMemo, useRef } from 'react'
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import type { AnimationAction, Group, Material, Mesh } from 'three'
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import { MathUtils } from 'three'
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import type { AnimationAction, Group, Material, Mesh, Object3D } from 'three'
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import { Box3, MathUtils, Matrix4, Vector3 } from 'three'
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import { positionLocal, smoothstep, time } from 'three/tsl'
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import { MeshStandardNodeMaterial } from 'three/webgpu'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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@@ -89,6 +89,167 @@ const multiplyScales = (
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b: [number, number, number],
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): [number, number, number] => [a[0] * b[0], a[1] * b[1], a[2] * b[2]]
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type Point = {
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x: number
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y: number
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}
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function getLocalMeshFloorplanPolygon(object: Object3D): Point[] {
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object.updateWorldMatrix(true, true)
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const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert()
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const localMatrix = new Matrix4()
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const scratchBounds = new Box3()
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const scratchPosition = new Vector3()
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const footprintPoints: Point[] = []
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const collectPoints = (child: Object3D) => {
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const mesh = child as Object3D & {
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isMesh?: boolean
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name?: string
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geometry?: {
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boundingBox: Box3 | null
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computeBoundingBox?: () => void
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attributes?: {
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position?: {
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count: number
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getX: (index: number) => number
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getY: (index: number) => number
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getZ: (index: number) => number
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}
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}
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}
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matrixWorld: Matrix4
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}
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if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) {
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if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) {
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mesh.geometry.computeBoundingBox()
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}
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localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld)
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const vertexPositions = mesh.geometry.attributes?.position
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if (vertexPositions && vertexPositions.count > 0) {
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for (let index = 0; index < vertexPositions.count; index += 1) {
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scratchPosition
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.set(
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vertexPositions.getX(index),
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vertexPositions.getY(index),
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vertexPositions.getZ(index),
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)
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.applyMatrix4(localMatrix)
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if (Number.isFinite(scratchPosition.x) && Number.isFinite(scratchPosition.z)) {
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footprintPoints.push({ x: scratchPosition.x, y: scratchPosition.z })
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}
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}
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} else if (mesh.geometry.boundingBox) {
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scratchBounds.copy(mesh.geometry.boundingBox)
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scratchBounds.applyMatrix4(localMatrix)
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if (Number.isFinite(scratchBounds.min.x) && Number.isFinite(scratchBounds.max.x)) {
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footprintPoints.push(
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{ x: scratchBounds.min.x, y: scratchBounds.min.z },
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{ x: scratchBounds.max.x, y: scratchBounds.min.z },
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{ x: scratchBounds.max.x, y: scratchBounds.max.z },
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{ x: scratchBounds.min.x, y: scratchBounds.max.z },
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)
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}
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}
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}
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for (const grandchild of child.children) {
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collectPoints(grandchild)
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}
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}
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for (const child of object.children) {
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collectPoints(child)
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}
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return getMinimumAreaBoundingRect(footprintPoints) ?? []
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}
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function getMinimumAreaBoundingRect(points: Point[]) {
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if (points.length === 0) return null
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if (points.length < 3) return points
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const hull = getConvexHull(points)
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if (hull.length < 3) return hull
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let bestArea = Number.POSITIVE_INFINITY
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let bestRect: Point[] | null = null
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for (let index = 0; index < hull.length; index += 1) {
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const nextIndex = (index + 1) % hull.length
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const current = hull[index]!
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const next = hull[nextIndex]!
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const angle = Math.atan2(next.y - current.y, next.x - current.x)
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const cos = Math.cos(-angle)
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const sin = Math.sin(-angle)
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let minX = Number.POSITIVE_INFINITY
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let maxX = Number.NEGATIVE_INFINITY
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let minY = Number.POSITIVE_INFINITY
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let maxY = Number.NEGATIVE_INFINITY
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for (const point of hull) {
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const rx = point.x * cos - point.y * sin
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const ry = point.x * sin + point.y * cos
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minX = Math.min(minX, rx)
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maxX = Math.max(maxX, rx)
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minY = Math.min(minY, ry)
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maxY = Math.max(maxY, ry)
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}
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const area = (maxX - minX) * (maxY - minY)
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if (area >= bestArea) continue
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bestArea = area
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const unrotate = (x: number, y: number): Point => ({
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x: x * Math.cos(angle) - y * Math.sin(angle),
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y: x * Math.sin(angle) + y * Math.cos(angle),
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})
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bestRect = [
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unrotate(minX, minY),
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unrotate(maxX, minY),
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unrotate(maxX, maxY),
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unrotate(minX, maxY),
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]
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}
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return bestRect
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}
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function getConvexHull(points: Point[]) {
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if (points.length <= 1) return points
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const sorted = [...points].sort((a, b) => (a.x === b.x ? a.y - b.y : a.x - b.x))
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const cross = (o: Point, a: Point, b: Point) => (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x)
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const lower: Point[] = []
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for (const point of sorted) {
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while (lower.length >= 2 && cross(lower[lower.length - 2]!, lower[lower.length - 1]!, point) <= 0) {
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lower.pop()
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}
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lower.push(point)
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}
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const upper: Point[] = []
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for (let index = sorted.length - 1; index >= 0; index -= 1) {
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const point = sorted[index]!
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while (upper.length >= 2 && cross(upper[upper.length - 2]!, upper[upper.length - 1]!, point) <= 0) {
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upper.pop()
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}
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upper.push(point)
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}
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lower.pop()
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upper.pop()
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return [...lower, ...upper]
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}
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const ModelRenderer = ({ node }: { node: ItemNode }) => {
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const { scene, nodes, animations } = useGLTF(resolveCdnUrl(node.asset.src) || '')
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const ref = useRef<Group>(null!)
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@@ -107,6 +268,39 @@ const ModelRenderer = ({ node }: { node: ItemNode }) => {
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useScene.getState().dirtyNodes.add(node.parentId as AnyNodeId)
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}, [node.parentId])
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useEffect(() => {
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const cloneRoot = ref.current
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if (!cloneRoot) return
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const polygon = getLocalMeshFloorplanPolygon(cloneRoot)
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if (polygon.length < 3) return
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const nextPolygon = polygon.map(({ x, y }) => [x, y] as [number, number])
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const metadata =
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typeof node.metadata === 'object' && node.metadata !== null && !Array.isArray(node.metadata)
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? (node.metadata as Record<string, unknown>)
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: {}
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const currentPolygon = metadata.floorplanLocalPolygon
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const unchanged =
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Array.isArray(currentPolygon) &&
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currentPolygon.length === nextPolygon.length &&
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currentPolygon.every(
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(point, index) =>
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Array.isArray(point) &&
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point[0] === nextPolygon[index]?.[0] &&
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point[1] === nextPolygon[index]?.[1],
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)
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if (unchanged) return
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useScene.getState().updateNode(node.id, {
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metadata: {
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...metadata,
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floorplanLocalPolygon: nextPolygon,
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},
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})
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}, [node.id, node.metadata, scene])
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useEffect(() => {
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const interactive = interactiveRef.current
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if (!interactive) return
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