I am having trouble removing the position attribute from a bufferGeometry

I have a line "moving around my scene" (like a 3D snake) randomly and now I want to enclose a box around its head. The variable bufferGeometry is defined as follows:

        var positions1 = new Float32Array( MAX_POINTS * 3 ); // 3 vertices per point
        var positions2 = new Float32Array( MAX_POINTS * 3 ); // 3 vertices per point
        buffGeometry1.addAttribute( 'position', new THREE.BufferAttribute( positions1, 3 ) );
        buffGeometry2.addAttribute( 'position', new THREE.BufferAttribute( positions2, 3 ) );

I decided to surround it with a cube using the boxGeometry object. Here's the code snippet I used:

            var positioning = buffGeometry1.getAttribute('position');
           cube.position.x = positioning[0];
            cube.position.y = positioning[1];
            cube.position.z = positioning[2];

While debugging, I noticed that my positioning array is undefined. It seems like something went wrong there.

Thank you.

Answer №1

Give this a shot:

console.log(bufferGeometry1.getAttribute('position'))

In my THREE.BufferGeometry, vertices are located in the positioning.array, so you would access them like this:

positioning.array[0]
positioning.array[1]
positioning.array[2]

Answer №2

When incorporating a point into your scene with BufferGeometry, you have the option to access the coordinates in this manner:

// X coordinate //      
console.log(point1.geometry.attributes.position.array[0]); 
// Y coordinate //   
console.log(point1.geometry.attributes.position.array[1]);  
// Z coordinate //           
console.log(point1.geometry.attributes.position.array[2]);

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