Three.js: how to apply rotation matrix to some base object's state?
问题 In this question Three.js: chaotic mesh rotation after applyMatrix I asked about an issue. Now I'll try to look at the issue from another end: to describe the desired behaviour of the program. I have an array of rotation matrices for each time point of object's state. Each rotation matrix represents a difference between some initial object state (point zero) and the desired state. User should be able at any time select any desired rotation matrix from the array. How to implement the correct