ex.applyMatrix4( mesh.matrix );
                    var directionVector = globalVertex.sub( mesh.position );
                    var angle = mesh.velocity.angleTo( directionVector);
                    //console.log(" vertex: " + globalVertex.x + ", " + globalVertex.y + ", " + globalVertex.z +" angle; " + angle);

                    if ( angle <= Math.PI/2) {

                        raycaster.set( mesh.position, directionVector.clone().normalize() );
                        var collisionResults = 