I have a problem with determining the coordinates when the object rotates. I’m using a THREE.BufferGeometry and THREE.BufferAttribute to create an object. I’m using a THREE.Raycaster. I get the coordinates using geometry.attributes. Readmore:
https://stackoverflow.com/questions/46054724/three-buffergeometry-coordinates-when-the-object-rotates
TBH, i’m not really sure i understand your problem. But if you want vertex coordinates in world space you have to multiply the world matrix of your object with all corresponding vertices. This will transform all vertices from model to world space. Try something like this (assuming, vertex
is a THREE.Vector3
and respresents a single vertex of the geometry).
vertex.applyMatrix4( object.matrixWorld );
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