Three.js THREE.Projector has been moved to
There is now an easier pattern that works with both orthographic and perspective camera types:
var raycaster = new THREE.Raycaster(); // create once
var mouse = new THREE.Vector2(); // create once
...
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects, recursiveFlag );
three.js r.84
Objects = The objects to check for intersection with the ray.
recursiveFlag = If true, it also checks all descendants of the objects. Otherwise it only checks intersection with the objects. Default is true
[docs][1]
renderer = this thing that displays your beautifully crafted scene
domelement = the html element which the renderer draws too. A <canvas>
element.
[1]: https://threejs.org/docs/?q=raycaster#api/en/core/Raycaster
The THREE.JS raycaster documentation actually gives all the relevant information that is laid out in these answers as well as all the missing points that may be difficult to get your head around.
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseMove( event ) {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function render() {
// update the picking ray with the camera and mouse position
raycaster.setFromCamera( mouse, camera );
// calculate objects intersecting the picking ray var intersects =
raycaster.intersectObjects( scene.children );
for ( var i = 0; i < intersects.length; i++ ) {
intersects[ i ].object.material.color.set( 0xff0000 );
}
renderer.render( scene, camera );
}
window.addEventListener( 'mousemove', onMouseMove, false );
window.requestAnimationFrame(render);`
Hope it helps.