Collision object is failed

Hi,

I made three layers.

And I wanted to swap the collide layers using drag up & down.

first, create layers.

createCylinderLayer = (radiusTop, radiusBottom, height, radialSegments) => {
    let Geometry = new THREE.CylinderGeometry(radiusTop, radiusBottom, height, radialSegments);
    let Material = new THREE.MeshBasicMaterial( {color: 0x9fb0bc , transparent: true, opacity: 0.5} );
    let Floor = new THREE.Mesh(Geometry , Material );
    three.scene.add(Floor );
}

next, check collision at drag layers ( example of a collision script )

checkCollision = () => {
for (var vertexIndex = 0; vertexIndex < _draggingObject.geometry.vertices.length; vertexIndex++) {
            var localVertex = _draggingObject.geometry.vertices[vertexIndex].clone();
            var globalVertex = localVertex.applyMatrix4(_draggingObject.matrix);
            var directionVector = globalVertex.sub(_draggingObject.position);
            var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
            var collisionResults = ray.intersectObjects(_arrayLayer);

            if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
                collisionResults[0].object.material.transparent = true;
                collisionResults[0].object.material.opacity = 0.4;
            }
        }
}

but, _draggingObject.geometry.vertices is undefined !!
is it wrong way to check collision two object?

When working with a latest version of three.js, CylinderGeometry is of type BufferGeometry. More information in this topic: THREE.Geometry will be removed from core with r125