Compute threejs sphere mesh position properly

Involved into compute\ collide with three sphere
It has position that different than original mesh position

Can you provide a simple example?

Thanks. Perhaps some code? I haven’t worked with bounding boxes, but if you are using standard three.js spheres, I expect that someone would be able to tell you why that is happening.

@phil_crowther

That is code that verify collision between ball \ boundingSphere and plane \ boundingSphere

At startin sampleBall going into up

Then through velocity through usin vector into bottom it goes into plane and verifies intersect

Intersect computd earl\er with state \intersect\ \to sphere of samplePickBall \ \ and plane \

Instead \ it requird to use bounding box bound\ries that located below \ cannot provide code cause i am newbie and that will f\rce me write code from scratch \ to understand that i am doing \

Sample code of intersect ball and plane bottom in place of call

diff -2 -1, it requird to be planeIntoPass.position.y

@phil_crowther found the issue, i required to remember use planeIntoPass.position.y and height of ball