I have this function that creates a mesh and then applies vertex data to it
export function createCustomMeshFormVertexData(vertexData: VertexData, scene: Scene): Mesh {
vertexData.normals =
VertexData.ComputeNormals(vertexData.positions, vertexData.indices, vertexData.normals)
const mesh = new Mesh(‘mesh’, scene)
vertexData.applyToMesh(mesh, true)
return mesh
}
however when i go to get this mesh’s position elsewhere its showing as 0,0,0 . is there anyway to use the vertex data to get a mesh’s position?
In this snippet you don’t update the mesh’s position, you assign its vertices positions (number array).
You can get the vertices positions (number array) with
mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
If all worked well that’s where you will find the vertices positions (number array).
I don’t think using VertexData to get a mesh’s position (vector3) make sense, the VertexData is not an object instantiated in the scene, it has no transform.
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