civiltomain
civiltomain

Reputation: 1166

How to update vertices geometry after rotate or move object

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, freeing and/or reseting the rotation & position values. I dont't know how to do it....

I have played with :

myobj.applymatrix();
myobj.matrixAutoUpdate = false;
myobj.verticesNeedUpdate; 

instead of setting position & rotation, but the result is the same: Yes, the changes are right but the internal geometry did not change.

Have I to apply the geometric transform to vertices manually ?

Any help would be appreciated!

Upvotes: 3

Views: 5264

Answers (2)

KellyCode
KellyCode

Reputation: 797

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.

Upvotes: 0

WestLangley
WestLangley

Reputation: 104843

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

Upvotes: 9

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