Reputation: 302
I'm trying to clone and then scale a mesh, but scaling does not seem to be working immediately on the cloned object, for programming purposes using CSG ThreeBSP. I think I should call a function after the scaling to force the matrix or other internal variables to recalculate immediately and not to wait for the full update loop on render side.
My code looks something like this:
var someMesh2 = someMesh1.clone();
someMesh2.scale.set(2,2,2);
someProgrammingOperation(someMesh2);
//It turns out that internally, someMesh2 still has the same properties (matrix?) as someMesh1 :(
What am I missing? Suggestions are also welcomed :)
Upvotes: 1
Views: 1407
Reputation: 302
In the end, my problem was that the CSG ThreeBSP object needed to work based on the Geometry of the object, not in the Mesh itself. I applied the scaling on the Geometry and it worked as expected.
There is a caveat though, that one should be careful as with the meshes and geometries instances, therefore is needed to do some cloning in order to keep the original objects as they were, as in the following example:
var clonedMesh = original.mesh.clone()
var clonedGeometry = clonedMesh.geometry.clone()
clonedMesh.geometry = clonedGeometry
clonedMesh.geometry.scale(2,2,2)
var someBsp = new ThreeBSP( clonedMesh )
var newMesh = someBspBsp.toMesh()
someScene.add newMesh
Upvotes: 1
Reputation: 104783
object.matrix
is updated for you by the renderer whenever you call renderer.render()
.
If you need to update the object matrix manually, call
object.updateMatrix();
and it will update the matrix from the current values of object.position
, object.quaternion
, and object.scale.
(Note that object.rotation
and object.quaternion
remain synchronized. When you update one, the other updates automatically.)
three.js r.84
Upvotes: 4