feat: Refactor asset loading and model handling; remove unused loadInitialWallItems function and streamline GLTFLoader usage across components
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@@ -44,6 +44,7 @@ function AssetsGroup({ plane }: { readonly plane: RefMesh }) {
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useEffect(() => {
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if (!projectId || !selectedVersion) return;
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clearEvents();
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let totalAssets = 0;
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@@ -304,7 +305,7 @@ function AssetsGroup({ plane }: { readonly plane: RefMesh }) {
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pointer.x = (event.clientX / window.innerWidth) * 2 - 1;
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pointer.y = -(event.clientY / window.innerHeight) * 2 + 1;
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addAssetModel(scene, raycaster, camera, pointer, socket, selectedItem, setSelectedItem, addEvent, addAsset, plane, selectedVersion, projectId, userId);
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addAssetModel(scene, raycaster, camera, pointer, socket, selectedItem, setSelectedItem, addEvent, addAsset, plane, loader, selectedVersion, projectId, userId);
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}
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};
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@@ -348,7 +349,7 @@ function AssetsGroup({ plane }: { readonly plane: RefMesh }) {
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}, [selectedItem, camera, activeModule, controls, isRenameMode]);
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return (
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<Models />
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<Models loader={loader} />
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)
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}
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