# Precinct Gate (Desert Mosque and Madrasa Courtyard)

Free 3D model of a precinct gate for a desert mosque courtyard: a pointed arch on two ashlar jambs with a pair of banded cedar leaves that swing open.

- **URL:** https://3dassets.dev/assets/desert-mosque-and-madrasa-courtyard-precinct-gate-8a92f862
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/38106/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/desert-mosque-and-madrasa-courtyard-precinct-gate-8a92f862
- **Licence:** CC0 1.0 Universal: https://creativecommons.org/publicdomain/zero/1.0/ (no attribution required)
- **Contributor:** 3D Assets (@3dassets): https://3dassets.dev/u/3dassets
- **Category:** Buildings & Architecture
- **Tags:** Historical, Realistic, Exterior, Modular, Animated
- **Geometry:** 3,904 triangles, 4,084 vertices, 5 meshes, 3 materials, 0 textures
- **Size (m):** 3.16 × 3.746 × 0.64
- **Animations:** open, close
- **File size:** 0.08 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Free 3D model of a precinct gate for a desert mosque courtyard: a pointed arch on two ashlar jambs with a pair of banded cedar leaves that swing open. Dimensions 3.16 by 3.75 by 0.64 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Animated pivot nodes: door-left at (-0.78, -0.01, 0.00) m; door-right at (0.78, -0.01, 0.00) m. Connectors: left (boundary) at (-1.50, 0.00, 0.00) facing (-1, 0, 0); right (boundary) at (1.50, 0.00, 0.00) facing (1, 0, 0). Gate module, 3 m on the boundary grid, origin on the centre of the threshold. Butt boundary wall runs either side of it. Each leaf swings on the jamb it hangs from. Invented throughout: no real mosque, madrasa, city, institution or identifiable building is reproduced. Every pattern on it is an abstract geometric or interlace repeat, with no inscription, calligraphy or writing of any script, and there is no figurative depiction of a person or an animal anywhere in this pack. Desert palette: sandstone ashlar and darker stone, lime plaster, cobalt and turquoise glaze, cedar, split cane, brass, wrought iron, sand and courtyard green. Rigid node-transform clips: open and close. No skinning. No collision or navigation data.

## Use with three.js

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { AnimationMixer } from 'three'

let mixer

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/38106/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
  mixer = new AnimationMixer(gltf.scene)
  mixer.clipAction(gltf.animations[0]).play()
})

// Call from your render loop; deltaSeconds is time since the previous frame.
function updateAssetAnimation(deltaSeconds) {
  mixer?.update(deltaSeconds)
}
```

## React Three Fiber

```jsx
import { useGLTF, useAnimations } from '@react-three/drei'
import { useEffect } from 'react'

export function PrecinctGateDesertMosqueAndMadrasaCourtyard(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/38106/v1/model.glb')
  const { actions, names } = useAnimations(animations, scene)
  useEffect(() => {
    const action = actions[names[0]]
    action?.reset().play()
    return () => { action?.stop() }
  }, [actions, names])
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/38106/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/38106/v1/model.glb" alt="Precinct Gate (Desert Mosque and Madrasa Courtyard)" camera-controls auto-rotate autoplay></model-viewer>
```

## Blender

```python
# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.
import bpy
bpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/38106/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
# Clips arrive as actions; play them from the Dope Sheet > Action Editor.
```

## Godot

```gdscript
# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.
var packed := load("res://models/model.glb") as PackedScene
var model := packed.instantiate()
add_child(model)
var player := model.find_child("AnimationPlayer", true, false) as AnimationPlayer
player.play(player.get_animation_list()[0])
```

## Unity

```csharp
// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,
// or load it at runtime straight from the CDN:
using GLTFast;
var gltf = new GltfImport();
if (await gltf.Load("https://cdn.3dassets.dev/assets/38106/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first.
```

---
JSON: https://3dassets.dev/api/v1/assets/desert-mosque-and-madrasa-courtyard-precinct-gate-8a92f862 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.