Hello, I have a problem with the bounding box and scale
I have this kind of case where
const object = new THREE.Object3D()
const geometry = new THREE.BoxBufferGeometry(1,1,1);
const material = new THREE.MeshPhongMaterial({color: 0x000000});
const mesh = new THREE.Mesh(geometry, material);
mesh.name = "Box"
object.add(mesh)
object.scale.set(5, 5, 5)
const box_mesh = object.getObjectByName("Box")
const box3 = new THREE.Box3().setFromObject(box_mesh);
const length_x = box3.max.x - box3.min.x;
const length_x = box3.max.y - box3.min.y;
const length_z = box3.max.z - box3.min.z;
const other_geometry = new THREE.BoxBufferGeometry(length_x, length_y, length_z);
const other_material = new THREE.MeshPhongMaterial({color: 0x000000});
const other_mesh = new THREE.Mesh(geometry, material);
other_mesh.position.y = -2
object.add(other_mesh)
In this case, after scaling the size of other_mesh is not the same as the box_mesh
it is bigger by 5 exactly as much as we scale it,
there is an option where I can do this length_x / object.scale.x
but I wonder IS THERE ANY OTHER WAY TO DO THIS WITH for example with help of Matrix
and one more additional question where I can find articles related to the use of Matrix in three.js
Advanced Tank You