refactor: standardize position and rotation types to use tuple arrays for consistency
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@ -11,7 +11,6 @@ import { MultiGLTFInstances } from "./MultiGLTFInstances";
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// impory model from model folder
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import armModel from "../../../assets/gltf-glb/rigged/ik_arm_4.glb";
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import { Vector3 } from "three";
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// Main component to include the logic
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const ArmReplace: React.FC = () => {
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@ -20,10 +19,10 @@ const ArmReplace: React.FC = () => {
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const { scene } = useThree(); // Access the Three.js scene from the React Fiber context
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// State to store positions, rotations, and count
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const [positions, setPositions] = React.useState<Vector3[]>(
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const [positions, setPositions] = React.useState<[number, number, number][]>(
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[]
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);
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const [rotations, setRotations] = React.useState<Vector3[]>(
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const [rotations, setRotations] = React.useState<[number, number, number][]>(
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[]
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);
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const [count, setCount] = React.useState<string[]>([]);
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@ -41,15 +40,15 @@ const ArmReplace: React.FC = () => {
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return (
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<>
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{count.map((_, i: number) => (
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<MultiGLTFInstances
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index={i}
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modelUrl={armModel}
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position={positions[i]}
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rotation={rotations[i]}
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visibility={activeModule === "simulation" ? true : false}
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/>
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))}
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{useModuleStore.getState().activeModule === "simulation" &&
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count.map((_, i: number) => (
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<MultiGLTFInstances
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index={i}
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modelUrl={armModel}
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position={positions[i]}
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rotation={rotations[i]}
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/>
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))}
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</>
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);
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};
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@ -1,5 +1,4 @@
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import { useLoader } from "@react-three/fiber";
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import { Vector3 } from "three";
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import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader";
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import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
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import { clone } from "three/examples/jsm/utils/SkeletonUtils";
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@ -7,9 +6,8 @@ import { clone } from "three/examples/jsm/utils/SkeletonUtils";
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interface MultiGLTFInstancesProps {
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index: number;
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modelUrl: string;
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position: Vector3;
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rotation: Vector3;
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visibility?: boolean;
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position: [number, number, number];
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rotation: [number, number, number];
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}
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export const MultiGLTFInstances: React.FC<MultiGLTFInstancesProps> = ({
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@ -17,9 +15,8 @@ export const MultiGLTFInstances: React.FC<MultiGLTFInstancesProps> = ({
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modelUrl,
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position,
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rotation,
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visibility,
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}) => {
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console.log("position: ", position);
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// Load GLTF model with DRACO loader for compression
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const originalGltf = useLoader(GLTFLoader, modelUrl, (loader) => {
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const draco = new DRACOLoader();
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draco.setDecoderPath(
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@ -27,19 +24,20 @@ export const MultiGLTFInstances: React.FC<MultiGLTFInstancesProps> = ({
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);
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loader.setDRACOLoader(draco);
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});
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// Clone the model for independent transformations
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const cloned = clone(originalGltf.scene);
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// Render the cloned model
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return (
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<>
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{visibility && (
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<primitive
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name={`rigged_arm`}
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key={index}
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object={cloned}
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position={position}
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scale={[1, 1, 1]}
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rotation={rotation}
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/>
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)}
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</>
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<mesh>
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<primitive
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name="rigged_arm"
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key={index}
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object={cloned}
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position={position}
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rotation={rotation}
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/>
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</mesh>
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);
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};
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@ -4,22 +4,19 @@ import { Object3D, Vector3 } from "three";
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export const findLinkObjects = (
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scene: Object3D,
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setPositions: React.Dispatch<
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React.SetStateAction<Vector3[]>
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React.SetStateAction<[number, number, number][]>
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>,
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setRotations: React.Dispatch<
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React.SetStateAction<Vector3[]>
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React.SetStateAction<[number, number, number][]>
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>,
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setCount: React.Dispatch<React.SetStateAction<string[]>>,
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visibility: boolean
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) => {
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const positions: Vector3[] = [];
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const rotations: Vector3[] = [];
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const positions: [number, number, number][] = [];
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const rotations: [number, number, number][] = [];
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const count: string[] = [];
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let i = 0;
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let name = scene.getObjectByName("rigged_arm");
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console.log(name);
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scene.traverse((object) => {
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if (object.name === "link_0") {
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if (object.parent && object.type !== "SkinnedMesh") {
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@ -28,10 +25,10 @@ export const findLinkObjects = (
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i++;
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// Save the position and rotation of the parent object
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const { x: px, y: py, z: pz } = object.parent.position;
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positions.push(new Vector3(px, py, pz));
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positions.push([px, py, pz]);
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const { x: rx, y: ry, z: rz } = object.parent.rotation;
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rotations.push(new Vector3(rx, ry, rz));
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rotations.push([rx, ry, rz]);
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// Change visibility of the object
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object.visible = visibility;
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