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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.

            
              <!-- 来自 learning three.js -->
<script src="https://unpkg.com/three"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.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 = 10
      camera.position.z = 200
      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  // 开启抗齿锯
      })

      // 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
      
      // 通过自定义 canvas 生成纹理
      var getTexture = function () {
        var canvas = document.createElement('canvas')
        canvas.width = 32
        canvas.height = 32

        var ctx = canvas.getContext('2d')
        // the body
        ctx.translate(-81, -84)

        ctx.fillStyle = "orange"
        ctx.beginPath()
        ctx.moveTo(83, 116)
        ctx.lineTo(83, 102)
        ctx.bezierCurveTo(83, 94, 89, 88, 97, 88)
        ctx.bezierCurveTo(105, 88, 111, 94, 111, 102)
        ctx.lineTo(111, 116)
        ctx.lineTo(106.333, 111.333)
        ctx.lineTo(101.666, 116)
        ctx.lineTo(97, 111.333)
        ctx.lineTo(92.333, 116)
        ctx.lineTo(87.666, 111.333)
        ctx.lineTo(83, 116)
        ctx.fill()

        // the eyes
        ctx.fillStyle = "white"
        ctx.beginPath()
        ctx.moveTo(91, 96)
        ctx.bezierCurveTo(88, 96, 87, 99, 87, 101)
        ctx.bezierCurveTo(87, 103, 88, 106, 91, 106)
        ctx.bezierCurveTo(94, 106, 95, 103, 95, 101)
        ctx.bezierCurveTo(95, 99, 94, 96, 91, 96)
        ctx.moveTo(103, 96)
        ctx.bezierCurveTo(100, 96, 99, 99, 99, 101)
        ctx.bezierCurveTo(99, 103, 100, 106, 103, 106)
        ctx.bezierCurveTo(106, 106, 107, 103, 107, 101)
        ctx.bezierCurveTo(107, 99, 106, 96, 103, 96)
        ctx.fill()

        // the pupils
        ctx.fillStyle = "blue"
        ctx.beginPath()
        ctx.arc(101, 102, 2, 0, Math.PI * 2, true)
        ctx.fill()
        ctx.beginPath()
        ctx.arc(89, 102, 2, 0, Math.PI * 2, true)
        ctx.fill()


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

      var geometry = new THREE.Geometry()
      var material = new THREE.PointsMaterial({
        size: 10,
        transparent: true,
        opacity: 1,
        // 指定纹理
        map: getTexture(),
        // 粒子的大小是否和其与摄像机的距离有光,默认值 true
        sizeAttenuation: true,
        // 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
        depthWrite: false
      })

      var range = 500

      for (var i = 0; i < 5000; i++) {
        var particle = new THREE.Vector3(
          Math.random() * range - range / 2,
          Math.random() * range - range / 2,
          Math.random() * range - range / 2)

        geometry.vertices.push(particle)
      }

      var points = new THREE.Points(geometry, material)
      console.log(points)
      scene.add(points)


      render()

      var step = 0
      function render() {
        // 渲染,即摄像机拍下此刻的场景
        renderer.render(scene, camera)

        step += 0.001;

        points.rotation.x = step;
        points.rotation.z = step;
        requestAnimationFrame(render)
      }

    }
    init()
            
          
!
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