title: Three js RayCast between two object in scene
body: <p>I know how raycast object in scene when click on mouse, but now i need to know if two object in scene can raycast each other.</p>
  
  <p>This is, i load a 3D Object in scene for example Two Rooms in OBJ object, then i add three mesh box in some points, for example two point on first room and one point on second room.</p>
  
  <p>Then two points on first room can raycast each other(have direct vision), but two point for first room can't raycast point on second room.(they don't have vision through room wall).</p>
  
  <p>I attached code used for load scene and points, any sugestion hwo to do?</p>
  
  <pre><code>//LOAD MAIN 3D OBJECT
      var objLoader = new THREE.OBJLoader();
          objLoader.setMaterials(materials);
          objLoader.setPath('./asset/3d/');
          objLoader.load("model01.obj", function(object){
              var mesh = object.children[0];
              mesh.castShadow = true;
              mesh.receiveShadow = true;
  
              mesh.rotation.x = Math.PI / 2;
  
              var box = new THREE.Box3().setFromObject( object )
              var ox = -(box.max.x + box.min.x) / 2;
              var oy = -(box.max.y + box.min.y) / 2;
              var oz = -(box.max.z + box.min.z) / 2;
              mesh.position.set(ox, oy, oz);
  
              _scene.add(mesh);
  
              render();
  
              setTimeout(render, 1000);
  
          }
  
  //LOAD count_points inside scene
  for(var i=0;i&lt;cta_points;i++){
      var c_r = 2;
      var c_geometry = new THREE.BoxBufferGeometry( c_r, c_r, c_r );
      var c_material = new THREE.MeshLambertMaterial( { color: new THREE.Color("rgb("+(40 +   30)+", 0, 0)"),opacity: 0.0,
                          transparent: true} );                       
      var c_mesh = new THREE.Mesh( c_geometry, c_material );
      var position = get_positions(i);
      c_mesh.position.copy(position);                                                 
      c_mesh.name="BOX";
      scene.add( c_mesh );    
  }
  </code></pre>