feat: add render logic and orbital control for shirt model
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@ -1,8 +1,46 @@
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import * as THREE from 'three';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader"
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setAnimationLoop(animate);
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document.body.appendChild(renderer.domElement);
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const loader = new GLTFLoader();
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let shirtMesh;
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const draco = new DRACOLoader()
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draco.setDecoderPath("https://www.gstatic.com/draco/versioned/decoders/1.5.7/")
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loader.setDRACOLoader(draco)
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loader.load(
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'/models/ShirtBaked2.glb',
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function (gltf) {
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shirtMesh = gltf.scene;
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shirtMesh.position.set(0, -1, 0);
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shirtMesh.scale.set(5, 5, 5);
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scene.add(shirtMesh);
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console.log('Model loaded successfully');
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},
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undefined,
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function (error) {
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console.error('Failed to load model:', error);
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}
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);
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const ambientLight = new THREE.AmbientLight( 0xcccccc, 0.8 );
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scene.add( ambientLight );
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camera.position.z = 5;
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function animate(time) {
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renderer.render(scene, camera);
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}
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const controls = new OrbitControls( camera, renderer.domElement );
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