title: Three.js Raycaster not detecting scene mesh
body: <p>I am using three.js r67 in Chrome Version 35.0.1916.153 m  </p>
  
  <p>I am attempting to intersect some custom meshes that I have created in my scene. The raycaster does not appear to be registering the meshes although they exist within scene.children . </p>
  
  <p>Mesh creation code:</p>
  
  <pre><code>if (modelVertices != null &amp;&amp; modelVertices.length &gt;= 3) {
              triangles = THREE.Shape.Utils.triangulateShape ( modelVertices, holes );
  
              for( var i = 0; i &lt; triangles.length; i++ ){
  
                 modelGeometry.faces.push( new THREE.Face3( triangles[i][0], triangles[i][2], triangles[i][2] ));
  
                  }
  
              modelGeometry.computeFaceNormals();
              var modelMesh = new THREE.Mesh(modelGeometry, material);
              modelMesh.material.side = THREE.DoubleSide;
              polyhedralzGroup.add(modelMesh)
      }
  </code></pre>
  
  <p>Raycasting code:</p>
  
  <pre><code>                var projector = new THREE.Projector();
                  projector.unprojectVector( vector, camera );
  
                  var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
                  //console.log("Work");
                  // See if the ray from the camera into the world hits one of our meshes
  
                  var intersects = raycaster.intersectObjects( scene.children, true );
                  helper.position.set( 0, 0, 0 );
                  //console.log(intersects.length);
                  if ( intersects.length &gt; 0 ) {  
                      if (intersects[ 0 ].face != null) {
                      helper.lookAt( intersects[ 0 ].face.normal );
                      helper.position.copy( intersects[ 0 ].point ); 
  }
  </code></pre>
  
  <p>As in the code, I am using computeFaceNormals(); so this isn't the issue (see <a href="https://stackoverflow.com/questions/16138088/three-js-raycaster-not-intersecting-custom-mesh">here</a>). Oddly the scene <strong>seems to be intersecting other geometries</strong> that I constructed using simple triangles (i.e. not using THREE.Shape.Utils.triangulateShape ; just pushing triangle vertices and faces manually) perfectly fine which means this can't be an issue with not taking into account the canvas offset for intersecting. I have examined both geometries and there doesn't seem to be any fundamental differences between the two.</p>
  
  <p><img src="https://i.stack.imgur.com/y1igr.png" alt="Example of object not being intersected"></p>
  
  <p>Does anyone have any ideas as to what the issue may be?</p>