     theta += mouse2D.x * 3  if isShiftDown
     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)
+    camera.lookAt origin
+    raycaster = projector.pickingRay(mouse2D.clone(), camera) #ray from 2D to 3D
     renderer.render scene, camera
 
   #main

        #remove voxel from scene
        scene.remove intersect.object  unless intersect.object is plane
      else
        #add voxel to scene
        normalMatrix.getNormalMatrix intersect.object.matrixWorld
        normal = intersect.face.normal.clone()
        normal.applyMatrix3(normalMatrix).normalize()
        position = new THREE.Vector3().addVectors(intersect.point, normal)
        geometry = new THREE.CubeGeometry(1,1,1)
        i = 0
        while i < geometry.faces.length
          geometry.faces[i].color.setHex 0x00ff80
          i++
        material = new THREE.MeshLambertMaterial(vertexColors: THREE.FaceColors)
        voxel = new THREE.Mesh(geometry, material)
        voxel.position.x = Math.floor(position.x / 1) * 1 + 0.5
        voxel.position.y = Math.floor(position.y / 1) * 1 + 0.5
        voxel.position.z = Math.floor(position.z / 1) * 1 + 0.5

        voxel.position.x = 0
        voxel.position.y = 0
        voxel.position.z = 0
        console.log 'voxel.position', voxel.position
        voxel.matrixAutoUpdate = false
        voxel.updateMatrix()
        scene.add voxel


  onDocumentMouseMove = ( event ) ->
    event.preventDefault()
    offsetY = $("#header").height()
    #ブラウザの左上からのピクセル位置 = event.clientX,Y
    canvasX = event.clientX
    canvasY = event.clientY - offsetY
    mouse2D.x = ( canvasX / MYTHREE.const.W ) * 2 - 1 #-1~+1
    mouse2D.y = - ( canvasY / MYTHREE.const.H ) * 2 + 1 #-1~+1
    intersects = raycaster.intersectObjects( scene.children )
    #ray hit color
    # if intersects.length > 0
    #   ROLLOVERED = getColoredIntersect(intersects)
    #   ROLLOVERED.color.setHex( 0xff8000 )
  
  #複数の交差点からfaceがセットされているものを返す
  getFacedIntersect = (intersects) ->
