= 600;
    var theta = 0;

    function render() {
    	theta += 0.2;
    	camera.position.x = radius * Math.sin(theta * Math.PI / 360);
    	camera.position.y = radius * Math.sin(theta * Math.PI / 360);
    	camera.position.z = radius * Math.cos(theta * Math.PI / 360);
    	camera.lookAt(scene.position);
    	camera.updateMatrixWorld();

    	var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
    	projector.unprojectVector(vector, camera);

    	var ray = new THREE.Ray(camera.position, vector.subSelf(c