Set origin of mesh (pivot matrix) - unexpected behavior in PointerDragBehavior

Hello, it’s me again with another question :slight_smile:

I created some cylinder mesh and i would like to move the origin (which is currently the center of the mesh) to the bottom. I googled a bit and found the pivots:

So i used the mesh.setPivotMatrix(BABYLON.Matrix.Translation(-x, -y, -z), false); function and it seemed to work alright.

However when setting the position inside a PointerDragBehavior it works differently than i expected it.
The following playground describes my problem: (line 62 and following).

At line 69 i set the position to (0, 0, 0) after applying the pivot matrix, and it sets the bottom of the cylinder to world coordinates (0, 0, 0). However when i execute the same line inside the PointerDragBehavior (when i end the drag) (line 77), it moves the cylinder too far down. After dragging the center of the mesh is at (0, 0, 0).

I don’t really understand why line 69 and line 77 move the mesh to different positions.

Is it somehow possible to set the origin of a mesh a different way, so when setting the position of this cylinder, it places the bottom of the cylinder to that position?

There’s a bug with dragging when setPivotMatrix has been called with a 2nd parameter set as false.

This PR should correct that:

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Amazing, thanks alot for that quick fix!

Will be available in the next nightly

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