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CSS Base

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HTML Settings

Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

              <meta charset="utf-8">
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/87/three.min.js"></script>
<script src="https://d3js.org/d3.v4.min.js"></script>
<script src="//rawgit.com/mrdoob/stats.js/master/build/stats.min.js"></script>
              const width = window.innerWidth;
const height = window.innerHeight;

// Add canvas
let renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);

// Add stats box
stats = new Stats();
stats.dom.style.position = 'absolute';
stats.dom.style.top = '0px';
stats.dom.style.right = '0px'

// Set up camera and scene
let camera = new THREE.PerspectiveCamera(
  width / height,
camera.position.set(0, 0, 10000);
camera.lookAt(new THREE.Vector3(0,0,0));
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);

// Generate points and add them to scene
const generated_points = d3.range(100000).map(phyllotaxis(10));
const pointsGeometry = new THREE.Geometry();
  const colors = [];
for (const point of generated_points) {
  const vertex = new THREE.Vector3(point[0], point[1], 0);
  const color = new THREE.Color();
  color.setHSL(Math.random(), 1, 0.5);
pointsGeometry.colors = colors;
const pointsMaterial = new THREE.PointsMaterial({ vertexColors: THREE.VertexColors, size: 6,
  sizeAttenuation: false  });
const points = new THREE.Points(pointsGeometry, pointsMaterial);
const pointsContainer = new THREE.Object3D();

// Set up zoom behavior
const zoom = d3.zoom()
  .scaleExtent([100, 10000])
  .on('zoom', () => {
    const event = d3.event;
    if (event.sourceEvent) {

      // Get z from D3
      const new_z = event.transform.k;
      if (new_z !== camera.position.z) {
        // Handle a zoom event
        const { clientX, clientY } = event.sourceEvent;

        // Project a vector from current mouse position and zoom level
        // Find the x and y coordinates for where that vector intersects the new
        // zoom level.
        // Code from WestLangley https://stackoverflow.com/questions/13055214/mouse-canvas-x-y-to-three-js-world-x-y-z/13091694#13091694
        const vector = new THREE.Vector3(
          clientX / width * 2 - 1,
          - (clientY / height) * 2 + 1,
        const dir = vector.sub(camera.position).normalize();
        const distance = (new_z - camera.position.z)/dir.z;
        const pos = camera.position.clone().add(dir.multiplyScalar(distance));
        // Set the camera to new coordinates
        camera.position.set(pos.x, pos.y, new_z);

      } else {

        // Handle panning
        const { movementX, movementY } = event.sourceEvent;

        // Adjust mouse movement by current scale and set camera
        const current_scale = getCurrentScale();
        camera.position.set(camera.position.x - movementX/current_scale, camera.position.y +
          movementY/current_scale, camera.position.z);

// Add zoom listener
const view = d3.select(renderer.domElement);
// Disable double click to zoom because I'm not handling it in Three.js
view.on('dblclick.zoom', null);

// Sync d3 zoom with camera z position
zoom.scaleTo(view, 10000);

// Three.js render loop
function animate() {
  renderer.render(scene, camera);

// From https://github.com/anvaka/three.map.control, used for panning
function getCurrentScale() {
  var vFOV = camera.fov * Math.PI / 180
  var scale_height = 2 * Math.tan( vFOV / 2 ) * camera.position.z
  var currentScale = height / scale_height
  return currentScale

// Point generator function
function phyllotaxis(radius) {
  const theta = Math.PI * (3 - Math.sqrt(5));
  return function(i) {
    const r = radius * Math.sqrt(i), a = theta * i;
    return [
      width / 2 + r * Math.cos(a) - width / 2,
      height / 2 + r * Math.sin(a) - height / 2
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