var scene, renderer, camera, controls;
init();
animate();
function init()
{
renderer = new THREE.WebGLRenderer( {antialias:true} );
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize (width, height);
document.body.appendChild (renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (60, width/height, 0.01, 10000);
camera.position.y = 16;
camera.position.z = 40;
camera.lookAt (new THREE.Vector3(0,0,0));
var material = new THREE.LineBasicMaterial({ color: 0xAAFFAA });
// crosshair size
var x = 0.01, y = 0.01;
var geometry = new THREE.Geometry();
// crosshair
geometry.vertices.push(new THREE.Vector3(0, y, 0));
geometry.vertices.push(new THREE.Vector3(0, -y, 0));
geometry.vertices.push(new THREE.Vector3(0, 0, 0));
geometry.vertices.push(new THREE.Vector3(x, 0, 0));
geometry.vertices.push(new THREE.Vector3(-x, 0, 0));
var crosshair = new THREE.Line( geometry, material );
// place it in the center
var crosshairPercentX = 50;
var crosshairPercentY = 50;
var crosshairPositionX = (crosshairPercentX / 100) * 2 - 1;
var crosshairPositionY = (crosshairPercentY / 100) * 2 - 1;
crosshair.position.x = crosshairPositionX * camera.aspect;
crosshair.position.y = crosshairPositionY;
crosshair.position.z = -0.3;
//camera.add( crosshair );
scene.add( camera );
controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(100, 10, new THREE.Color(0xffffff), new THREE.Color(0xffffff));
scene.add(gridXZ);
var plane = createTestPlane();
var testPoint = new THREE.Vector3(60, 65, 0);
//point.setFromMatrixPosition( cube.matrixWorld );
createRayCastFromCamera(testPoint);
}
function createRayCastFromCamera(testPoint){
//testPoint.normalize();
var rayDirection = new THREE.Vector3();
rayDirection.subVectors(testPoint,...
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