For the click event I used a library called threex.domevents, check the GitHub page for more information, the code for the event it's self explanatory.
First domevents needs to be initialized in your scene like this:
var domEvents = new THREEx.DomEvents(camera, renderer.domElement);
Then I created a custom Mesh object:
// random id
function genRandomId()
{
    var text = "";
    var possible = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
    for( var i=0; i < 5; i++ )
        text += possible.charAt(Math.floor(Math.random() * possible.length));
    return text;
}
// random int for position
var min = -50;
var max = 50;
function genRandomInt(min, max) {
    return Math.floor(Math.random() * (max - min)) + min;
}
// custom mesh --------------------------------------------
function MyMesh(geometry, material, destinationContainer) {
    THREE.Mesh.call(this, geometry, material);
    this.userData = {
        foo1: genRandomId(),
        foo2: genRandomId(),
        foo3: genRandomId(),
    };
    this.position.x = genRandomInt(min, max);
    this.position.y = genRandomInt(min, max);
    this.position.z = genRandomInt(min, max);
    var that = this;
    // click event listener
    domEvents.addEventListener(this, 'click', function(event) {
        console.log('clicked object on position:');
        console.log(that.position);
        destinationContainer.userData = that.userData;
        console.log('Now the conainer has:');
        console.log(destinationContainer.userData);
        destinationContainer.userData = that.userData;
    }, false);
}
MyMesh.prototype = Object.create(THREE.Mesh.prototype);
MyMesh.prototype.constructor = MyMesh;
genRandomId and genRandomInt are random generators for the pourpose of illustrating this example, I took the code for the random ids from Generate random string/characters in JavaScript.
In your scene you can generate 200 (or more) MyMesh meshes and add them to the scene:
const color = 0x156289;
const emissive = 0x072534;
var planeGeometry = new THREE.PlaneGeometry(5, 5);
var planeMaterial = new THREE.MeshPhongMaterial({
    color: color,
    emissive: emissive,
    side: THREE.DoubleSide,
    shading: THREE.FlatShading
});
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(planeMesh);
var objGeometry = new THREE.BoxGeometry(1, 1, 1);
var objMaterial = new THREE.MeshPhongMaterial({
    color: color,
    emissive: emissive,
    shading: THREE.FlatShading
});
var i = 0;
while (i < 200) {
    scene.add(new MyMesh(objGeometry, objMaterial, planeMesh));
    i++;
}
And finally render the scene:
var render = function() {
    requestAnimationFrame(render);
    planeMesh.rotation.x += 0.010;
    planeMesh.rotation.y += 0.010;
    renderer.render(scene, camera);
};
render();
This is a demo with the full source code: http://run.plnkr.co/plunks/W4x8XsXVroOaLUCSeXgO/
Open the browser console and click on a cube and you'll see the that planeMesh is switching its userData attributes with the ones of the clicked cube mesh.