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              <script src="https://unpkg.com/three"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://threejs.org/examples/js/loaders/OBJLoader.js"></script>
            
          
!
            
              * {
      margin: 0;
      padding: 0;
    }

    html,
    body {
      height: 100%;
      overflow: hidden;
    }
            
          
!
            
              function init() {
      // 获取浏览器窗口的宽高,后续会用
      var width = window.innerWidth
      var height = window.innerHeight

      // 创建一个场景
      var scene = new THREE.Scene()

      // 创建一个具有透视效果的摄像机
      var camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 800)

      // 设置摄像机位置,并将其朝向场景中心
      camera.position.x = 0
      camera.position.y = 0
      camera.position.z = 20
      camera.lookAt(scene.position)

      // 创建一个 WebGL 渲染器,Three.js 还提供 <canvas>, <svg>, CSS3D 渲染器。
      var renderer = new THREE.WebGLRenderer({
        antialias: true
      })

      // 设置渲染器的清除颜色(即绘制下一帧前填充的颜色)和输出的 canvas 的尺寸
      renderer.setClearColor(0x000000)
      renderer.setSize(width, height)

      // 将渲染器的输出(此处是 canvas 元素)插入到 body
      document.body.appendChild(renderer.domElement)
      
      // 初始化摄像机插件(用于拖拽旋转摄像机,产生交互效果)
      var orbitControls = new THREE.OrbitControls(camera)
      orbitControls.autoRotate = true

      var points
      
      // 创建模型加载器
      var loader = new THREE.OBJLoader();
      loader.load('https://omwfrl50f.bkt.clouddn.com/chahu.obj', function (loadedMesh) {
          var material = new THREE.PointsMaterial({
              color: 0xffffff,
              size: 0.4,
              // 使用 opacity 的前提是开启 transparent
              opacity: 0.6,
              transparent: true,
              // 设置元素与背景的融合模式
              blending: THREE.AdditiveBlending,
              // 指定粒子的纹理
              map: generateSprite(),
              // 用于去除纹理的黑色背景,关于 depthTest 和 depthWrite 的详细解释,请查看https://stackoverflow.com/questions/37647853/three-js-depthwrite-vs-depthtest-for-transparent-canvas-texture-map-on-three-p
              depthTest: false
          })
          loadedMesh.children.forEach(function (child) {
              points = new THREE.Points(child.geometry, material)
              points.position.y = -2
              scene.add(points);
          })
      })


      // 生成纹理
      function generateSprite() {

          var canvas = document.createElement('canvas');
          canvas.width = 16;
          canvas.height = 16;

          var context = canvas.getContext('2d');
          var gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2);
          gradient.addColorStop(0, 'rgba(255,255,255,1)');
          gradient.addColorStop(0.2, 'rgba(0,255,255,1)');
          gradient.addColorStop(0.4, 'rgba(0,0,64,1)');
          gradient.addColorStop(1, 'rgba(0,0,0,1)');

          context.fillStyle = gradient;
          context.fillRect(0, 0, canvas.width, canvas.height);

          var texture = new THREE.Texture(canvas);
          texture.needsUpdate = true;
          return texture;

      }


      render()


      function render() {
        // 渲染,即摄像机拍下此刻的场景
        renderer.render(scene, camera)

        if (points) {
          points.rotation.y += 0.01
        }
        requestAnimationFrame(render)
      }

    }
    init()
            
          
!
999px
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