sh = plantMeshes[index];
        return plantMesh.clone();
      })();
      planeMesh.add(plantMesh);

      scene.add(planeMesh);
      planeMeshes.push(planeMesh);
    };
    const _planeupdate = e => {
      console.log('plane update', e.update.id);

      const planeMesh = planeMeshes.find(planeMesh => planeMesh.planeId === e.update.id);
      if (planeMesh) {
      const {position, normal, size} = e.update;
        planeMesh.position.fromArray(position);
        planeMesh.quaternion.setFromUnitVectors