<p dir="auto">In the lovely FirstPersonCamera object, the onMouseDown event calls the function <code class="notranslate">event.preventDefault()</code> which, of course, prevents clicking the mouse from doing what it usually does. However, I want to have a text box overlay in certain cases that can work in conjunction with the FirstPersonCamera. Currently, the event listener for the mouse click overrides all mouse clicks anywhere, meaning clicking on a textbox doesn't give it focus (and presumably this affects a host of other issues). Can you make the event listeners specific to the dom element of the renderer?</p>
<h5 dir="auto">Description of the problem</h5>
<p dir="auto">The WebGLRenderer already calculates whether an object is frustum culled, using an internal Frustum.</p>
<p dir="auto">It'd be nice if this information was exposed so that we don't have to duplicate the Scene traversal and calculations with our own Frustum outside of the renderer.</p>
<p dir="auto">A couple ideas:</p>
<ul dir="auto">
<li>Maybe Mesh objects can have an <code class="notranslate">onFrustumCullChange</code> property that is <code class="notranslate">undefined</code> or <code class="notranslate">null</code> by default. If it is set to a function, then when the frustum culling for the object changes the function can be called with true or false.</li>
<li>Another idea would be to just set a boolean flag on the Mesh objects, but this would make logic relying on it be one frame behind. In most cases it wouldn't be a problem. The user could make the property into a getter/setter to achieve the same feature as the <code class="notranslate">onFrustumCullChange</code> idea.</li>
</ul>
<p dir="auto">Any other ways to do it without requiring a second traversal and calculations?</p>
<h5 dir="auto">Three.js version</h5>
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<h5 dir="auto">Browser</h5>
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<h5 dir="auto">OS</h5>
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