     render()
   render = ->
     theta += mouse2D.x * 3  if isShiftDown
-    camera.position.x = 1400 * Math.sin(theta * Math.PI / 360)
-    camera.position.z = 1400 * Math.cos(theta * Math.PI / 360)
+    camera.position.x = 28 * Math.sin(theta * Math.PI / 360)
+    camera.position.z = 28 * Math.cos(theta * Math.PI / 360)
     camera.lookAt target
     raycaster = projector.pickingRay(mouse2D.clone(), camera)
     renderer.render scene, camera


#グリッド線
MYTHREE.getGrid = ->
  size = 500
  step = 50
  geometry = new THREE.Geometry
  for i in [-size..size] by step
    geometry.vertices.push( new THREE.Vector3( - size, 0, i ) )

  theta = 45
  isShiftDown = false
  isCtrlDown = false
  target = new THREE.Vector3( 0, 4, 0 )
  normalMatrix = new THREE.Matrix3()
  ROLLOVERED = null
  
