title: three js projection problems
body: <p>I have a very strange problem. 
  I create a scene with three js and i want to project a cylinder vertex on floor of the scene and build path of it. So, when i add a cylinder, move and rotate him and then project his on a floor, the vertex, what i clone of the cylinder located at the old place, before tranforms.
  Where is my mistake?</p>
  
  <pre><code>function drawCircle(r,seg,color,pos,mesh){
  
  var geometry = new THREE.CylinderGeometry(r,r,100,seg);
  
  var material = new THREE.MeshBasicMaterial( { color: color, wireframe: true, transparent: true } );
  mesh2 = new THREE.Mesh( geometry, material );
  mesh2.position = pos;
  mesh2.rotation.x = Math.PI/2;
  scene.add(mesh2);
  
  var lineGeometry = new THREE.Geometry();
  
  for (var i=0; i &lt; (mesh2.geometry.vertices.length/2)-1; i++)
  {
      var origin = mesh2.geometry.vertices[i].clone();
      var proj   = projectOntoMesh( origin, mesh );
      lineGeometry.vertices.push( proj );
  }
  
  lineGeometry.computeLineDistances();
  var lineMaterial = new THREE.LineBasicMaterial( { color: color } );
  var line = new THREE.Line( lineGeometry, lineMaterial );
  scene.add(line);
  scene.remove(mesh2);
  //scene.remove(sphere);
  }
  
  
  function projectOntoMesh(point, mesh)
  
  {
  
  
  var origin = point.clone();
  var direction = point.clone();
  //direction.multiplyScalar(-1);
  direction.y = -direction.y*25;
  //direction.x = -direction.x;
  
  //var direction = point.clone().multiplyScalar(-1);
  var ray = new THREE.Raycaster( origin, direction.normalize() );
  var intersection = ray.intersectObject( mesh );
  if ( intersection.length &gt; 0 )
      return intersection[ 0 ].point;
  else
  // console.log( "No intersection?" );
      return null;
  }
  </code></pre>
  
  <p>Sorry for my English...</p>