box = new THREE.Mesh(...); is at the origin, which of the following are equivalent to box.translateX(1);? box.position.set(1, 0, 0); box.position.x = 1; box.translateOnAxis(new THREE.Vector3(1, 0, 0), 1); box.position[0] = 1 box.position.set(0, 1, 0); box = new THREE.Mesh(...); with no rotation and scaling applied to it, which of the following are equivalent to box.rotateX(Math.PI/2); box.scale.set(2, 0, 0);? box.scale.set(2, 0, 0); box.rotateX(Math.PI/2); box.scale.set(0, 2, 0); box.rotateX(Math.PI/2); box.scale.set(0, 0, 2); box.rotateX(Math.PI/2); box.scale.set(2, 0, 0); box.rotateY(Math.PI/2); box.scale.set(2, 0, 0); box.rotateZ(Math.PI/2); box = new THREE.Mesh(...); and a sphere = new THREE.Mesh(...); sphere.position.set(1, 0, 0);, how to rotate the sphere around the box as a function of time? box.add(sphere); box.rotateX(time); box.add(sphere); sphere.rotateX(time); sphere.add(box); box.rotateX(time); sphere.add(box); sphere.rotateX(time); sphere.rotateOnAxis(box.position, time); box = new THREE.Mesh(...); and a sphere = new THREE.Mesh(); sphere.position.set(Math.sin(time), Math.cos(time), 0); animated as a function of time, how to make the box always face (or look at) the sphere as the sphere is moving? Assume scene.parent is the scene. box.lookAt(sphere.position); box.lookAt(sphere.getWorldPosition(new THREE.Vector3())); box.lookAt(sphere.position.x, sphere.position.y, sphere.position.z);; box.lookAt(sphere); box.lookAt(sphere.x, sphere.y, sphere.z); [1, 0, 0]? [0, 1, 0] [0, 0, 1] [0, 1, 1] [1, 0, 0] [0, 0, 0] 1 + 2 i times 3 + 4 i? Note: i is Math.sqrt(-1). -5 + 10 i 3 + 8 i 4 + 6 i -5 11 + 10 i [0, 1, 0] of 180 degrees or Math.PI? new THREE.Quaternion(0, 0, 1, 0); new THREE.Quaternion(1, 0, 0, 0); new THREE.Quaternion(1, 0, 1, 0); new THREE.Quaternion(0, 0, 0, 0); new THREE.Quaternion(0, 1, 0, 0); box = new THREE.Mesh(...) with the default box.up in the Y-axis direction and initial rotation box.lookAt(0, 0, 1);, which of the following are equivalent to box.lookAt(1, 0, 0);? Note: rotation angles are counterclockwise. box.rotateY(Math.PI/2); box.rotateY(-Math.PI/2); box.rotateX(Math.PI/2); box.rotateX(-Math.PI/2); box.rotateZ(Math.PI/2); Last Updated: September 11, 2025 at 10:55 PM