нужно изменить этот код так, чтобы каждая точка имела свой размер (size)
не переписывай весь код, только там, где нужно поправить
код:
import * as THREE from ‘three’;
import { GLTFLoader } from ‘three/examples/jsm/loaders/GLTFLoader’;
import { OrbitControls } from ‘three/examples/jsm/controls/OrbitControls’

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 5;

const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const controls = new OrbitControls( camera, renderer.domElement );
controls.enableZoom = false;

controls.enableDamping = true;
controls.dampingFactor = 0.05;


const loader = new GLTFLoader();
const url = ‘GRAF_3_23.glb’;

loader.load(url, function (gltf) {
const model = gltf.scene;

model.traverse((child) => {
if (child.isMesh) {
const geometry = child.geometry;

const texture = new THREE.TextureLoader().load(‘texture4.png’);

let startSize = 0.06;
const sizeVariation = 0.1;

const materialPoint = new THREE.PointsMaterial({
size: startSize,
sizeAttenuation: true,
map: texture,
alphaTest: 0.01,
// blending: THREE.AdditiveBlending,
transparent: true,
// vertexColors: THREE.VertexColors,
color: new THREE.Color(1., 1., 1.),
opacity: 1.
});

const geometryPoint = new THREE.BufferGeometry();

const positions = geometry.getAttribute(‘position’).array;

const randomSize = [];

for (let i = 0; i < positions.length; i += 3) {
const size = startSize + (Math.random() * sizeVariation);
randomSize.push(size, size, size);
}

geometryPoint.setAttribute(‘size’, new THREE.Float32BufferAttribute(randomSize, 1));

const randomPosition = [];
for (let i = 0; i < positions.length; i += 3) {
randomPosition.push(10.0Math.random()-5.0, 10.0Math.random()-5.0, 10.0*Math.random()-5.0);
}
const randomPositionCopy = […randomPosition];

let increment = 0.002;

geometryPoint.setAttribute(‘position’, new THREE.Float32BufferAttribute(positions, 3));

const points = new THREE.Points(geometryPoint, materialPoint);


geometry.setAttribute(‘position’, new THREE.BufferAttribute(new Float32Array(randomPosition), 3));
function updateArray(increment) {
for(let j = 0; j < 75; j++) {
for(let i = 0; i<randomPosition.length; i++) {
if (randomPosition[i] < positions[i]) {
randomPosition[i] = randomPosition[i] + increment;
} else if(randomPosition[i] > positions[i]) {
randomPosition[i] = randomPosition[i] - increment;
} else if((randomPosition[i] - positions[i]) < 0.002) {
randomPosition[i] = positions[i];
}
}
}
geometryPoint.setAttribute(‘position’, new THREE.BufferAttribute(new Float32Array(randomPosition), 3));
}
function reverseUpdateArray(increment) {
for(let j = 0; j < 75; j++) {
for(let i = 0; i<randomPosition.length; i++) {
if (randomPosition[i] < randomPositionCopy[i]) {
randomPosition[i] = randomPosition[i] + increment;
} else if(randomPosition[i] > randomPositionCopy[i]) {
randomPosition[i] = randomPosition[i] - increment;
} else if((randomPosition[i] - randomPositionCopy[i]) < 0.002) {
randomPosition[i] = randomPositionCopy[i];
}
}
}
geometryPoint.setAttribute(‘position’, new THREE.BufferAttribute(new Float32Array(randomPosition), 3));
}

let time = 0;
let sinPosition;
let sinPosition2;
let cosPosition;
let randSignArray = [];
let sign;
let ratio = 1.0;

for(let i = 0; i<randomPosition.length; i++) {
sign = Math.random() < 0.5 ? -1.0 : 1.0;
randSignArray[i] = sign;
}

animateVerticles();
function animateVerticles() {
requestAnimationFrame(animateVerticles);
time += 0.1;
sinPosition = Math.sin(time)0.1;
cosPosition = Math.cos(time0.1)*0.1;
sinPosition2 = Math.sin(time/Math.PI)*0.1;
for(let i = 0; i<randomPosition.length; i++) {
randomPosition[i] += (sinPosition * cosPosition * sinPosition2) * randSignArray[i] * ratio;
}
geometryPoint.setAttribute(‘position’, new THREE.BufferAttribute(new Float32Array(randomPosition), 3));
}

window.addEventListener(‘wheel’, function(event) {
if (event.deltaY > 0) {
updateArray(increment);
if(ratio > 0.0) {
ratio -= 0.01;
}
} else {
reverseUpdateArray(increment);
ratio += 0.01;
}
console.log(ratio);

});

scene.add(points);
points.rotateX(Math.PI/2.0);
}
});
camera.position.z = 3;





// Создаем переменные для точки и радиуса
let point = new THREE.Vector3(0, 0, 0);
let radius = 1;

// Создаем функцию для генерации случайной точки внутри заданного радиуса
function generateRandomPointInRadius(radius) {
let angle1 = Math.random() * 2 * Math.PI;
let angle2 = Math.random() * 2 * Math.PI;
let x = radius * Math.sin(angle1) * Math.cos(angle2);
let y = radius * Math.sin(angle1) * Math.sin(angle2);
let z = radius * Math.cos(angle1);
return new THREE.Vector3(x, y, z);
}

// Инициализируем переменные для генерации случайной точки
let randomPoint = generateRandomPointInRadius(radius);
let dist = point.distanceTo(randomPoint);
let t = 0;

// Создаем функцию для анимации точки
function animatePoint() {
t += 0.01;
if (t > 1) {
randomPoint = generateRandomPointInRadius(radius);
dist = point.distanceTo(randomPoint);
t = 0;
}
let newPos = point.clone().lerp(randomPoint, t);
let moveDist = newPos.distanceTo(point);
if (moveDist >= dist) {
randomPoint = generateRandomPointInRadius(radius);
dist = point.distanceTo(randomPoint);
t = 0;
}
point.copy(newPos);
}

// Добавляем точку на сцену
let pointGeometry = new THREE.SphereGeometry(0.2, 32, 32);
let pointMaterial = new THREE.MeshBasicMaterial({color: 0xff0000});
let pointMesh = new THREE.Mesh(pointGeometry, pointMaterial);
pointMesh.position.set(point.x, point.y, point.z);
scene.add(pointMesh);





function animate() {
requestAnimationFrame(animate);
animatePoint();
pointMesh.position.set(point.x, point.y, point.z);
controls.update();
renderer.render(scene, camera);
}
animate();
});