I can use position & rotation values to transform a mesh.
Ok, I see how the changes looks right but I\'d want a way to transform the geometry vertices x,y,z, fre
If you want to transform the vertices of your geometry, use this pattern:
mesh.updateMatrix();
mesh.geometry.applyMatrix( mesh.matrix );
mesh.matrix.identity();
Then reset the position
, rotation
, and scale
properties to their initial values:
mesh.position.set( 0, 0, 0 );
mesh.rotation.set( 0, 0, 0 );
mesh.scale.set( 1, 1, 1 );
three.js r.85
While building a ground mesh using a PlaneGeometry, adding hills using a heightmap and then getting some random vertices from the mesh geometry and adding trees after rotating the ground using
ground_mesh.rotation.set(-Math.PI / 2, 0, 0);
the mesh.geometry vertices aren't rotated along with the mesh and my trees are placed in pre-mesh-rotation positions. I found a quick and easy solution by instead rotating the mesh using
ground_mesh.geometry.rotateX(-Math.PI / 2)
and everything, including my gravity collision detection, and the random vertices all provide the expected results.
The documentation mentions that rotateX shouldn't be used during the rendering loop.