Unlocking the potential of Three.js with mouse picking

I am looking to implement object picking in the following code snippet:

var Three = new function () {
    this.scene = new THREE.Scene()

    this.camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000)
    this.camera.position.set(20, 52, 20);
    this.camera.rotation.order = 'YXZ';
    this.camera.rotation.y = -Math.PI / 4;
    this.camera.rotation.x = Math.atan(-1 / Math.sqrt(2));
    this.camera.scale.addScalar(1);

    this.renderer = new THREE.WebGLRenderer()
    this.renderer.setSize(window.innerWidth, window.innerHeight);

    var ground = new THREE.Mesh(new THREE.PlaneBufferGeometry(436, 624), new THREE.MeshBasicMaterial({map: THREE.ImageUtils.loadTexture('/img/maps/1.png')}));
    ground.rotation.x = -Math.PI / 2; //-90 degrees around the x axis
    this.scene.add(ground);

    var light = new THREE.PointLight(0xFFFFDD);
    light.position.set(-1000, 1000, 1000);
    this.scene.add(light);

    var loader = new THREE.JSONLoader();
    this.loadCastle = function (color, x, y) {
        loader.load('/models/castle.json', getGeomHandler(color, x * 4 - 214, y * 4 - 309, 0.5));
    }
    this.init = function () {
        $('#game').append(Three.renderer.domElement);
        Three.render();
    }
    this.render = function () {
        requestAnimationFrame(Three.render);
        Three.renderer.render(Three.scene, Three.camera);
    };
}

Can someone suggest the easiest way to achieve this?

p.s. The only meshes being loaded are castles using the "loadCastle" method and I want to enable picking them.

Edit:

I attempted AlmazVildanov's suggestion like so:

function getGeomHandler(color, x, y, scale) {
    return function (geometry) {
        var model = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({color: color}));
        model.scale.set(scale, scale, scale);
        model.position.set(x, 0, y);
        model.name = color + '_' + x + '_' + y;
        Three.scene.add(model);
        EventsControls.attach(model);
    };
}

EventsControls = new EventsControls(Three.camera, Three.renderer.domElement);
EventsControls.displacing = false;
EventsControls.onclick = function () {
    console.log('aaa')
    console.log(this.focused.name)
}

However, when clicking on models, nothing happens - no messages in the console.

EDIT 2: Successfully resolved object picking. Issue resolved.

Answer №1

The solution to my query involves implementing the EventsControls by @AlmazVildanov.

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