body {
  margin: 0;
  overflow: hidden;
  cursor: move;
}
// set up the scene, camera, and renderer as global variables.
      var scene, camera, renderer;
      var WIDTH  = window.innerWidth;
      var HEIGHT = window.innerHeight;

      init();
      animate();

      // Set up the scene
      function init () {

         // Create the scene and set the scene size.
         scene = new THREE.Scene();

         // Create a renderer and add it to the DOM.
         renderer = new THREE.WebGLRenderer({antialias: true});
         renderer.setSize(WIDTH, HEIGHT);
         document.body.appendChild(renderer.domElement);

         // Create a camera, zoom it out from the model a bit, and add it to the scene.
         camera = new THREE.PerspectiveCamera(20, WIDTH / HEIGHT, 1, 20000);
         camera.position.set(0, 0, 50);
         scene.add(camera);

         // Create an event listener that resizes the renderer with the browser window.
         window.addEventListener('resize', function () {
            var WIDTH  = window.innerWidth,
                HEIGHT = window.innerHeight;
            renderer.setSize(WIDTH,HEIGHT);
            camera.aspect = WIDTH / HEIGHT;
            camera.updateProjectionMatrix();
         });

         // Set the background color of the scene.
         renderer.setClearColor(0xECF0F1, 1);

         // Create a light, set its position, and add it to the scene.
         var light = new THREE.PointLight(0xffffff);
         light.position.set(0,100,100);
         scene.add(light);


         // Load in the mesh and add it to the scene.
         var loader = new THREE.JSONLoader();
         loader.load('https://raw.githubusercontent.com/gapgag55/threejs/master/model/kopkap.json', function(geometry) {
            var material = new THREE.MeshLambertMaterial({color: 0x2C3E50});
            mesh = new THREE.Mesh(geometry, material);
            scene.add(mesh);
         });


         // Add OrbitControls so that we can pan around with the mouse.
         controls = new THREE.OrbitControls(camera, renderer.domElement);
      }

      function animate () {
         requestAnimationFrame(animate);

         renderer.render(scene,  camera);
         controls.update();
      }
Rerun