Position, rotate, and scale meshes to arrange your scene:

// Position (translation)
box.position = new BABYLON.Vector3(0, 2, 0);  // Set absolute position
box.position.y += 1;                          // Relative position change

// Rotation (in radians)
cylinder.rotation = new BABYLON.Vector3(
    0,                // X-axis rotation (pitch)
    Math.PI / 4,      // Y-axis rotation (yaw)
    0                 // Z-axis rotation (roll)
);

// Alternative rotation with Quaternions (better for complex rotations)
const quaternion = BABYLON.Quaternion.RotationAxis(
    new BABYLON.Vector3(1, 1, 0).normalize(), // Axis to rotate around
    Math.PI / 3                              // Angle in radians
);
sphere.rotationQuaternion = quaternion;

// Scaling
torus.scaling = new BABYLON.Vector3(1.5, 1.5, 1.5);  // Uniform scaling
plane.scaling = new BABYLON.Vector3(2, 1, 1);       // Non-uniform scaling

// Apply multiple transformations with a matrix
const matrix = BABYLON.Matrix.Compose(
    new BABYLON.Vector3(1.2, 0.8, 1.2),                 // Scaling
    BABYLON.Quaternion.RotationYawPitchRoll(0.3, 0, 0), // Rotation
    new BABYLON.Vector3(2, 0, -3)                       // Translation
);
ground.setPivotMatrix(matrix);