If you remember, THREE.Points renders each particle based on the vertices from the geometry supplied. This means that if we provide a complex geometry (for example, a torus knot or a tube), we can create THREE.Points based on the vertices from that specific geometry. In the final section of this chapter, we'll create a torus knot, like the one we saw in Chapter 6, Advanced Geometries and Binary Operations, and render it as THREE.Points.
We've already explained the torus knot in the previous chapter, so we won't go into much detail here. We're using the exact code from Chapter 6, Advanced Geometries and Binary Operations, and we've added a single menu option that you can use to transform the rendered mesh into THREE.Points. You can find the example (11-create...