update: animation doc
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# Animation & 3D Model System
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This document describes how to use the 3D model components and animation system in La-Fabrik.
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## Table of Contents
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1. [Model Types Overview](#model-types-overview)
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2. [SimpleModel - Static Models](#simplemodel---static-models)
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3. [AnimatedModel - Animated Models](#animatedmodel---animated-models)
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4. [Animation Control](#animation-control)
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5. [Other 3D Components](#other-3d-components)
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6. [Technical Notes](#technical-notes)
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---
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## Model Types Overview
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The project provides three main types of model instantiation:
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| Type | Component | Use Case |
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| ----------- | -------------------------------------------------------- | -------------------------------------------- |
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| Static | `SimpleModel` | Props, decoration, objects without animation |
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| Animated | `AnimatedModel` | Characters, animated objects with skeleton |
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| Interactive | `GrabbableObject`, `TriggerObject`, `InteractableObject` | Objects player can interact with |
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---
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## SimpleModel - Static Models
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Use for GLTF models **without** skeleton/armature and no animations.
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```tsx
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import { SimpleModel } from "@/components/3d";
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<SimpleModel
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modelPath="/models/elecsimple/model.gltf"
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position={[0, 0, -5]}
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rotation={[0, 45, 0]}
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scale={1}
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castShadow={true}
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receiveShadow={true}
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/>;
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```
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### Props
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| Prop | Type | Default | Description |
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| --------------- | ------------------------ | ----------- | --------------------------------- |
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| `modelPath` | `string` | required | Path to GLTF file in `/public` |
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| `position` | `Vector3Tuple` | `[0, 0, 0]` | World position [x, y, z] |
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| `rotation` | `Vector3Tuple` | `[0, 0, 0]` | Rotation in degrees [x, y, z] |
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| `scale` | `number \| Vector3Tuple` | `1` | Scale factor or [x, y, z] |
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| `castShadow` | `boolean` | `true` | Enable shadow casting |
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| `receiveShadow` | `boolean` | `true` | Enable shadow receiving |
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| `children` | `ReactNode` | - | Child components to render inside |
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---
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## AnimatedModel - Animated Models
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Use for GLTF models **with** skeleton/armature and animations (like Mixamo characters).
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```tsx
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import { AnimatedModel, useAnimatedModel } from "@/components/3d";
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// Basic usage
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<AnimatedModel
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modelPath="/models/elec/model.gltf"
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defaultAnimation="Idle"
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position={[0, 0, -5]}
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rotation={[0, 0, 0]}
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scale={0.01}
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autoPlay={true}
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speed={1}
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fadeDuration={0.3}
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/>;
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```
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### Props
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| Prop | Type | Default | Description |
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| ------------------ | ------------------------ | ----------- | --------------------------------------------- |
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| `modelPath` | `string` | required | Path to GLTF file in `/public` |
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| `defaultAnimation` | `string` | `"Idle"` | Animation name to play by default |
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| `animations` | `string[]` | `[]` | List of animation names (optional) |
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| `position` | `Vector3Tuple` | `[0, 0, 0]` | World position [x, y, z] |
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| `rotation` | `Vector3Tuple` | `[0, 0, 0]` | Rotation in degrees [x, y, z] |
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| `scale` | `number \| Vector3Tuple` | `1` | Scale factor |
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| `autoPlay` | `boolean` | `true` | Auto-play default animation |
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| `speed` | `number` | `1` | Animation playback speed |
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| `fadeDuration` | `number` | `0.3` | Transition duration in seconds |
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| `onLoaded` | `() => void` | - | Callback when model loads |
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| `onAnimationEnd` | `(name: string) => void` | - | Callback when animation ends |
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| `children` | `ReactNode` | - | Child components (can use `useAnimatedModel`) |
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### Important: Scale
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Animated models (like Mixamo exports) often need a small scale (e.g., `0.01`) because they are exported in meters while Three.js uses different units. Adjust until the model appears at the right size.
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---
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## Animation Control
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To control animations from inside or outside the `AnimatedModel`, use the `useAnimatedModel` hook.
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### Basic Control
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```tsx
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import { AnimatedModel, useAnimatedModel } from "@/components/3d";
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// Create a controller component to use inside AnimatedModel
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function AnimationController() {
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const { play, stop, fadeTo, currentAnimation, names, setSpeed, isReady } =
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useAnimatedModel();
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// names contains all available animation names
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// currentAnimation is the name of the currently playing animation
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// isReady is true when model and animations are loaded
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return (
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<mesh onClick={() => play("Run", 0.5)}>
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<boxGeometry />
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</mesh>
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);
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}
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// Usage
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<AnimatedModel
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modelPath="/models/elec/model.gltf"
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defaultAnimation="Idle"
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position={[0, 0, -5]}
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scale={0.01}
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>
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<AnimationController />
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</AnimatedModel>;
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```
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### Available Methods
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| Method | Signature | Description |
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| ------------------ | --------------------------------------- | ------------------------------------ |
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| `play` | `(name: string, fade?: number) => void` | Play animation with optional fade |
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| `fadeTo` | `(name: string, fade?: number) => void` | Fade to another animation |
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| `stop` | `(fade?: number) => void` | Stop and return to default animation |
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| `setSpeed` | `(speed: number) => void` | Set animation speed |
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| `currentAnimation` | `string` | Current animation name (getter) |
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| `names` | `string[]` | Available animation names |
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| `isReady` | `boolean` | Whether model is loaded |
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### Transition Example
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```tsx
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function Character() {
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const { play, fadeTo, currentAnimation } = useAnimatedModel();
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const handleWalk = () => fadeTo("Walk", 0.5); // 0.5s fade
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const handleRun = () => play("Run", 0.3); // 0.3s fade
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const handleIdle = () => play("Idle", 0.5); // return to idle
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return (
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<group>
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<mesh onClick={handleWalk} position={[-1, 0, 0]}>
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<boxGeometry />
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</mesh>
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<mesh onClick={handleRun} position={[0, 0, 0]}>
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<boxGeometry />
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</mesh>
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<mesh onClick={handleIdle} position={[1, 0, 0]}>
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<boxGeometry />
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</mesh>
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</group>
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);
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}
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```
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### Combined: GrabbableObject with Animation
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You can combine `AnimatedModel` inside `GrabbableObject` to create animated objects that can be picked up:
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```tsx
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import { AnimatedModel, GrabbableObject } from "@/components/3d";
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// Animated weapon/tool that player can pick up
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<GrabbableObject position={[0, 1, 0]} colliders="cuboid">
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<AnimatedModel
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modelPath="/models/sword/model.gltf"
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defaultAnimation="Idle"
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position={[0, 0, 0]}
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scale={0.02}
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autoPlay={true}
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/>
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</GrabbableObject>;
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```
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Or create an animated character that can be grabbed:
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```tsx
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import {
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AnimatedModel,
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GrabbableObject,
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useAnimatedModel,
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} from "@/components/3d";
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// Controller that triggers animations when grabbed
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function AnimatedGrabber() {
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const { play, fadeTo } = useAnimatedModel();
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return (
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<AnimatedModel
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modelPath="/models/elec/model.gltf"
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defaultAnimation="Idle"
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position={[0, 0, 0]}
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scale={0.01}
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autoPlay={true}
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/>
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);
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}
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// When grabbed, play "Grab" animation
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<GrabbableObject
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position={[0, 1, 0]}
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colliders="cuboid"
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onGrab={() => {
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// This would require a context or store to trigger
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console.log("Object grabbed!");
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}}
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>
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<AnimatedGrabber />
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</GrabbableObject>;
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```
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**Note:** For complex interactions (like playing specific animations when grabbing), you'll need to connect the grab events to animation controls via a state manager or context.
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---
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## Other 3D Components
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### GrabbableObject
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Objects that can be picked up by the player.
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```tsx
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import { GrabbableObject } from "@/components/3d";
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<GrabbableObject position={[0, 1, 0]} colliders="cuboid">
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<mesh>
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<boxGeometry args={[0.5, 0.5, 0.5]} />
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<meshStandardMaterial color="red" />
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</mesh>
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</GrabbableObject>;
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```
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### TriggerObject
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Objects that trigger events when interacted with.
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```tsx
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import { TriggerObject } from "@/components/3d";
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<TriggerObject
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position={[0, 1, 0]}
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soundPath="/sounds/click.mp3"
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onTrigger={() => console.log("Triggered!")}
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>
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<mesh>
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<sphereGeometry />
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<meshStandardMaterial color="blue" />
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</mesh>
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</TriggerObject>;
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```
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### InteractableObject
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Base object for interactions.
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```tsx
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import { InteractableObject } from "@/components/3d";
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<InteractableObject
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position={[0, 1, 0]}
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onInteract={() => console.log("Interacted!")}
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>
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<mesh>
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<cylinderGeometry />
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<meshStandardMaterial color="green" />
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</mesh>
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</InteractableObject>;
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```
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---
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## Technical Notes
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### GLTF Models
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- Models should be placed in `/public/models/`
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- Supported formats: `.gltf`, `.glb`
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- Animated models must have an Armature/skeleton for animations to work
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### Model Scale Issue
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If animated models don't appear, they may be too small or too large. Try:
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- Scale `0.01` for Mixamo-exported models
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- Scale `1` for models in correct units
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### Cloning
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- `SimpleModel` uses `scene.clone()` for proper React lifecycle
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- `AnimatedModel` uses the original scene directly to preserve SkinnedMesh + Armature structure
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### Animation System
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The animation system uses:
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- `@react-three/drei`: `useGLTF` for loading, `useAnimations` for animation control
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- Three.js: `AnimationMixer` for playback
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### No State Machine
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This system intentionally avoids complex state machines (like Unity's Animator). For simple animation transitions, use the `play`, `fadeTo`, and `stop` methods directly.
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---
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## File Structure
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```
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src/
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├── components/3d/
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│ ├── AnimatedModel.tsx # Animated model component + context
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│ ├── SimpleModel.tsx # Static model component
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│ ├── GrabbableObject.tsx # Pickable object
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│ ├── TriggerObject.tsx # Trigger event object
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│ ├── InteractableObject.tsx
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│ └── index.ts # Central exports
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└── hooks/
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└── useCharacterAnimation.ts # Animation hook (legacy)
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```
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