How to convert THREE.BufferGeometry coordinates to worlds when rotating?

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:

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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