How do I update width , height after object was added to the scene? Three.PlaneGeometry ( width,height,1,1)












0















The application displays photos.
When the user clicks on a photo I want to change its size and location
Changing the location works with this code:
photo.position.y=700;
photo.position.x=700;
but I do not know how to change width and height which where set using:
Three.PlaneGeometry ( width,height,1,1)
( I do not want to move the camera nor frustrom )










share|improve this question



























    0















    The application displays photos.
    When the user clicks on a photo I want to change its size and location
    Changing the location works with this code:
    photo.position.y=700;
    photo.position.x=700;
    but I do not know how to change width and height which where set using:
    Three.PlaneGeometry ( width,height,1,1)
    ( I do not want to move the camera nor frustrom )










    share|improve this question

























      0












      0








      0








      The application displays photos.
      When the user clicks on a photo I want to change its size and location
      Changing the location works with this code:
      photo.position.y=700;
      photo.position.x=700;
      but I do not know how to change width and height which where set using:
      Three.PlaneGeometry ( width,height,1,1)
      ( I do not want to move the camera nor frustrom )










      share|improve this question














      The application displays photos.
      When the user clicks on a photo I want to change its size and location
      Changing the location works with this code:
      photo.position.y=700;
      photo.position.x=700;
      but I do not know how to change width and height which where set using:
      Three.PlaneGeometry ( width,height,1,1)
      ( I do not want to move the camera nor frustrom )







      three.js geometry updating






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 13 '18 at 1:13









      PixelsmartPixelsmart

      52




      52
























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          Once you've created your Mesh, you can modify its scale parameter.



          var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
          var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry

          // Now you set up the desired dimensions of the resulting mesh
          imageFrame.scale.x = 2;
          imageFrame.scale.y = 1.5;


          This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.






          share|improve this answer
























          • That took all of ten seconds to code test verify. Thanlk you!

            – Pixelsmart
            Nov 13 '18 at 4:06











          • No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)

            – Marquizzo
            Nov 13 '18 at 4:08











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          1 Answer
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          1 Answer
          1






          active

          oldest

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          oldest

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          active

          oldest

          votes









          0














          Once you've created your Mesh, you can modify its scale parameter.



          var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
          var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry

          // Now you set up the desired dimensions of the resulting mesh
          imageFrame.scale.x = 2;
          imageFrame.scale.y = 1.5;


          This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.






          share|improve this answer
























          • That took all of ten seconds to code test verify. Thanlk you!

            – Pixelsmart
            Nov 13 '18 at 4:06











          • No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)

            – Marquizzo
            Nov 13 '18 at 4:08
















          0














          Once you've created your Mesh, you can modify its scale parameter.



          var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
          var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry

          // Now you set up the desired dimensions of the resulting mesh
          imageFrame.scale.x = 2;
          imageFrame.scale.y = 1.5;


          This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.






          share|improve this answer
























          • That took all of ten seconds to code test verify. Thanlk you!

            – Pixelsmart
            Nov 13 '18 at 4:06











          • No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)

            – Marquizzo
            Nov 13 '18 at 4:08














          0












          0








          0







          Once you've created your Mesh, you can modify its scale parameter.



          var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
          var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry

          // Now you set up the desired dimensions of the resulting mesh
          imageFrame.scale.x = 2;
          imageFrame.scale.y = 1.5;


          This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.






          share|improve this answer













          Once you've created your Mesh, you can modify its scale parameter.



          var imageGeom = new THREE.PlaneGeometry(1, 1, 1, 1); // Create a 1x1 plane
          var imageFrame = new THREE.Mesh(geometry, material); // Build mesh with geometry

          // Now you set up the desired dimensions of the resulting mesh
          imageFrame.scale.x = 2;
          imageFrame.scale.y = 1.5;


          This will give you a mesh that's scaled up, and its final dimensions are 2 x 1.5. You shouldn't need to alter the PlaneGeometry after you first create it; to keep things simple, start with a 1x1, and scale the Mesh instead.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 13 '18 at 1:35









          MarquizzoMarquizzo

          5,68932043




          5,68932043













          • That took all of ten seconds to code test verify. Thanlk you!

            – Pixelsmart
            Nov 13 '18 at 4:06











          • No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)

            – Marquizzo
            Nov 13 '18 at 4:08



















          • That took all of ten seconds to code test verify. Thanlk you!

            – Pixelsmart
            Nov 13 '18 at 4:06











          • No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)

            – Marquizzo
            Nov 13 '18 at 4:08

















          That took all of ten seconds to code test verify. Thanlk you!

          – Pixelsmart
          Nov 13 '18 at 4:06





          That took all of ten seconds to code test verify. Thanlk you!

          – Pixelsmart
          Nov 13 '18 at 4:06













          No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)

          – Marquizzo
          Nov 13 '18 at 4:08





          No problem, @Pixelsmart. If you found the answer useful, don't forget to accept it and/or vote on it :)

          – Marquizzo
          Nov 13 '18 at 4:08


















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