How to apply a 4x4 transformation matrix to a Mesh / AbstractMesh

I’ve a 4x4 transformation matrix that I prefer to apply to Mesh / AbstractMesh.

I see API options to rotate, translate meshes & apply quaternions, but couldn’t locate API for applying transformation matrix (mat4 GLSL type).
The transformation matrix I get from an another application has values of rotation, translation, scaling, reflection embedded in it.

Is there a way apply this mat4 data to Babylon’s AbstractMesh & get it transformed?


It is funny the question popped a couple days back here: Set transform on mesh and view in inspector - #4 by sebavan

It shows how to do it and explain what are the limitations.


Oh! ok. Got it. Thanks for the immediate reply.
Like you quoted, these lines of code from playground sample had the answer to my query.

let sourceMatrix = BABYLON.Matrix.FromValues(2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1, 0, 0, 2, 0, 1);
let matrix = sphere.getWorldMatrix();
matrix.copyFrom( sourceMatrix ); 

I need to come out of C++ mindset and learn these Javascript tricks :wink:.
All along, I was expecting a setWorldMatrix() kindof API for Mesh.


I can relate. I’ve been in Javascript land for a little over a year now. And I only started finally using === :wink: