When Object Rotation and Scalling then why't its change position also

When I object rotation or Scalling with that control then why its change’s position also, See below Video

I want to below video result in my current code

In older packager version its perfect working but new version not work

Older Version: “^0.96.0”
Newer Version: “^0.167.1”,

This is my three js environment setup code

// canvas initialization
  async init() {
    await this.addScene();
    await this.addRenderer();
    await this.addCamera();
    await this.addLight();
    await this.addGridHelper();
    await this.addControl();
    await this.addTransformControl();
    await this.addDragControl();
  }

  addScene() {
      this.scene = new THREE.Scene();
  }

  addRenderer() {
      this.renderer = new THREE.WebGLRenderer({
          antialias: true,
          canvas: this.canvas,
          alpha: true,
      });
      // this.renderer.setClearColor(0xffffff, 1);
      this.renderer.setPixelRatio(window.devicePixelRatio);
      this.renderer.setSize(this.canvas.clientWidth, this.canvas.clientHeight);
  }

  addCamera() {
      const aspectRatio = this.getAspectRatio();
      this.camera = new THREE.PerspectiveCamera(45, aspectRatio, 0.1, 2000);
      this.camera.position.set(0, 4, 6);
      this.camera.lookAt(0, 0, 0);

  }

  addLight() {
    var light;
    this.scene.add(new THREE.AmbientLight(0x666666));
    
    var lightobjgeo = new THREE.SphereGeometry(0.3, 4, 2);
    var material = new THREE.MeshPhongMaterial({
        color: new THREE.Color().setHSL(Math.random(), 1, 0.75),
        flatShading: true,
        specular: 0x111111,
        shininess: 0
    });
    
    this.lightobj = new THREE.Mesh(lightobjgeo, material);
    this.lightobj.position.set(2, 8, 4);
    this.lightobj.name = 'light';

    light = new THREE.DirectionalLight(0xdfebff, Math.PI * 2);
    light.position.copy(this.lightobj.position);
    light.castShadow = true;
    light.shadow.mapSize.width = 1500;
    light.shadow.mapSize.height = 1500;
    light.shadow.camera.near = 0.5;
    light.shadow.camera.far = 500;

    this.lightobj.add(light);
    this.scene.add(this.lightobj);
    this.updateObjectList();
  }
  copyValue(tmp) {
    var dummy = document.createElement("input");
    document.body.appendChild(dummy);
    dummy.setAttribute("id", "dummy_id");
    document.getElementById("dummy_id").setAttribute('value', tmp);
    dummy.select();
    document.execCommand("copy");
    document.body.removeChild(dummy);
    this.utils.showSuccess('Copied', false, 2000);
  }
  addGridHelper() {
      this.ground = new THREE.GridHelper(40, 40);
      this.ground.name = "ground";
      this.scene.add(this.ground);
  }

  addControl() {
      this.orbitcontrols = new OrbitControls(this.camera, this.renderer.domElement);
      this.orbitcontrols.rotateSpeed = 1;
      this.orbitcontrols.zoomSpeed = 2;
      this.orbitcontrols.panSpeed = 1;
      this.orbitcontrols.minDistance = 1;
      this.orbitcontrols.maxDistance = 100;
      this.orbitcontrols.enableKeys = false;
      this.orbitcontrols.update();

      this.orbitControlChangeRef = this.renderCanvas.bind(this);
      this.orbitcontrols.addEventListener('change', this.orbitControlChangeRef);
  }

  addTransformControl() {
    this.transformcontrols = new TransformControls(this.camera, this.renderer.domElement);
    this.transformcontrols.addEventListener('change', this.renderCanvas.bind(this));

    this.transformcontrols.addEventListener('mouseDown', () => {
        this.orbitcontrols.enabled = false;
    }); 
    this.transformcontrols.addEventListener('mouseUp', () => {
        this.orbitcontrols.enabled = true;
        this.getObjectPosition();
        this.getObjectRotation();
        this.getObjectScale();
    });

    this.scene.add(this.transformcontrols);
  }

  addDragControl() {
    // Filter only Mesh objects from the scene
    const meshObjects = this.objects.filter(obj => obj instanceof THREE.Mesh);
  
    // Initialize DragControls with filtered mesh objects
    this.dragControls = new DragControls(meshObjects, this.camera, this.renderer.domElement);
  
    this.dragControls.deactivate();
    this.dragControls.activate();
  
    // Add event listeners for hover effects
    this.dragControls.addEventListener('hoveron', (e) => {
      // Only apply wireframe effect if the object has material and is a Mesh
      if (e.object instanceof THREE.Mesh && e.object.material) {
        this.onHoverObject(e); // Call your custom hover logic
      }
    });
  
    // Disable DragControls while TransformControls are active
    this.transformcontrols.addEventListener('dragstart', () => {
      this.dragControls.enabled = false;
    });
  
    this.transformcontrols.addEventListener('dragend', () => {
      this.dragControls.enabled = true;
    });
  }

  renderCanvas() {
      this.renderer.render(this.scene, this.camera);
  }

This is my Object Load From the API Code

 loadStl(path) {
    return new Promise(resolve => {
      var that = this;
      var loader = new STLLoader();
      loader.load(path, function (geometry) {
        geometry.center();
        var material = new THREE.MeshPhongMaterial({ color: 0xff5533, specular: 0x111111, shininess: 100,flatShading: true });
        var mesh = new THREE.Mesh(geometry, material);
        mesh.name = "stl";
        mesh.position.set(0, 0, 0);
        mesh.rotation.set(0, 0, 0);
        mesh.castShadow = true;
        that.scene.add(mesh);
        that.updateObjectList();
        that.renderCanvas();  
        resolve(null);
      });
    });
  }

This is my Hover Object Code

  onHoverObject(event) {
    this.delayHideTransform();
    this.transformcontrols.attach(event.object);
    this.activatedObject = event.object;
    this.resetPanel();
    this.isAttached = true;
    // to get position rotation and scale value of hovered object
    this.getObjectPosition();
    this.getObjectRotation();
    this.getObjectScale();
    this.getMaterial();
    if (this.activatedObject.name == 'text') {
      this.getTextGeometry();
      this.textEditor = true;
    }
    this.cancelHideTransorm();
  }

This is my Rotation and Scalling Code


  getObjectPosition() {
    console.log("object Position Changes");
    if (this.activatedObject) {
      var x: number = Number(parseFloat(this.activatedObject.position.x).toFixed(1));
      var y: number = Number(parseFloat(this.activatedObject.position.y).toFixed(1));
      var z: number = Number(parseFloat(this.activatedObject.position.z).toFixed(1));
      this.posX = Math.round(x * 10);
      this.posY = Math.round(y * 10);
      this.posZ = Math.round(z * 10);
      if (this.posX > 200 || this.posX < -200) {
        this.changePosition();
      }
      if (this.posY > 200 || this.posY < -200) {
        this.changePosition();
      }
      if (this.posZ > 200 || this.posZ < -200) {
        this.changePosition();
      }
    }
  }

  getObjectRotation() {
    console.log("Object Rotation Changes");
    if (this.activatedObject) {
      var x: number = Number(parseFloat(this.activatedObject.rotation.x).toFixed(1));
      var y: number = Number(parseFloat(this.activatedObject.rotation.y).toFixed(1));
      var z: number = Number(parseFloat(this.activatedObject.rotation.z).toFixed(1));
      this.degX = Math.round(x * 10);
      this.degY = Math.round(y * 10);
      this.degZ = Math.round(z * 10);
      if (this.degX > 63 || this.degX < -63) {
        this.changeRotation();
      }
      if (this.degY > 63 || this.degY < -63) {
        this.changeRotation();
      }
      if (this.degZ > 63 || this.degZ < -63) {
        this.changeRotation();
      }
    }
  }

  getObjectScale() {
    if (this.activatedObject) {
      var x: number = Number(parseFloat(this.activatedObject.scale.x).toFixed(1));
      var y: number = Number(parseFloat(this.activatedObject.scale.y).toFixed(1));
      var z: number = Number(parseFloat(this.activatedObject.scale.z).toFixed(1));
      this.scaleX = Math.round(x * 10);
      this.scaleY = Math.round(y * 10);
      this.scaleZ = Math.round(z * 10);
      if (this.scaleX > 100 || this.scaleX < 1) {
        this.changeScale();
      }
      if (this.scaleY > 100 || this.scaleY < 1) {
        this.changeScale();
      }
      if (this.scaleZ > 100 || this.scaleZ < 1) {
        this.changeScale();
      }
    }
  }