Can I have the ray collision position (X,Y) in targeted face relative coordinate?
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I'm trying to find the ray collision coordinate relative to the face targeted...

code:

    var fMouseX = (iX / oCanvas.width) * 2 - 1;
    var fMouseY	= -(iY / oCanvas.height) * 2 + 1;

    //I Use OrthographicCamera
    var vecOrigin = new THREE.Vector3( fMouseX, fMouseY, - 1 );
    var vecTarget = new THREE.Vector3( fMouseX, fMouseY, 1 );
    oProjector.unprojectVector( vecOrigin, this.__oCamera );
    oProjector.unprojectVector( vecTarget, this.__oCamera );
    vecTarget.subSelf( vecOrigin ).normalize();
    var oRay = new THREE.Ray(vecOrigin, vecTarget);
				
    intersects = oRay.intersectObjects([ oCylinderMesh ]);

With intersects[ 0 ].point, I can have the mouse position in 'screen coordinate', but how can I have it in Cylinder coordinate ?
PS: mesh are not rotate, but camera can change position...

Really nice framework ;)