title: webgl three.js get mouse position on Mesh
body: <p>Honestly, i tried to find solution for question below, please help me. And sorry for my English :)</p>
  
  <p>I have created a map, added a camera + added camera control of all dimensions.</p>
  
  <p>And when I get the position of the cursor relative to the mesh, the position is always different from different angles.</p>
  
  <p>View all code in jsfiddle.net: <a href="http://jsfiddle.net/BT3g3/" rel="nofollow">http://jsfiddle.net/BT3g3/</a></p>
  
  <p>I use Three.js r49.</p>
  
  <p>This code is just responsible for calculating the position.</p>
  
  <pre><code>function onDocumentMouseMove(event) {
      var vector = new THREE.Vector3(  ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 1);
      projector.unprojectVector( vector, camera );
  
      var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
      var intersect = ray.intersectObject( island );  
  
      if ( intersect.length &gt; 0) { // !!
          document.getElementById('z').value = intersect[0].point.z;
          document.getElementById('x').value = intersect[0].point.x;
      }
  }
  </code></pre>
  
  <p>I was browsing internet and came across <a href="http://www.chandlerprall.com/2011/07/dynamic-terrain-without-heightmaps/" rel="nofollow">an article</a> where the cursor position is caught on the map, but i fail move this method to my project :( </p>
  
  <p>Please, help! </p>