Code viewer for World: Color lines (Hilbert curve)
// Port of Three.js example:
// https://threejs.org/examples/webgl_lines_colors.html
// https://github.com/mrdoob/three.js/blob/master/examples/webgl_lines_colors.html
// https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/GeometryUtils.js

// http://en.wikipedia.org/wiki/Hilbert_curve 
// credit Thomas Diewald
// http://www.openprocessing.org/visuals/?visualID=15599 


// load CSS from file (do everything from JS)

        AB.loadCSS ( '/uploads/threeport/main.css' );       
        


// path edits:

		import * as THREE           from '/api/threemodule/libs/three.module.js';       

		import * as GeometryUtils   from '/uploads/threeport/GeometryUtils.js';       // this itself needed a path edit



// no more changes: 

			let mouseX = 0, mouseY = 0;

			let windowHalfX = window.innerWidth / 2;
			let windowHalfY = window.innerHeight / 2;

			let camera, scene, renderer;

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 1000;

				scene = new THREE.Scene();

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				//

				const hilbertPoints = GeometryUtils.hilbert3D( new THREE.Vector3( 0, 0, 0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );

				const geometry1 = new THREE.BufferGeometry();
				const geometry2 = new THREE.BufferGeometry();
				const geometry3 = new THREE.BufferGeometry();

				const subdivisions = 6;

				let vertices = [];
				let colors1 = [];
				let colors2 = [];
				let colors3 = [];

				const point = new THREE.Vector3();
				const color = new THREE.Color();

				const spline = new THREE.CatmullRomCurve3( hilbertPoints );

				for ( let i = 0; i < hilbertPoints.length * subdivisions; i ++ ) {

					const t = i / ( hilbertPoints.length * subdivisions );
					spline.getPoint( t, point );

					vertices.push( point.x, point.y, point.z );

					color.setHSL( 0.6, 1.0, Math.max( 0, - point.x / 200 ) + 0.5 );
					colors1.push( color.r, color.g, color.b );

					color.setHSL( 0.9, 1.0, Math.max( 0, - point.y / 200 ) + 0.5 );
					colors2.push( color.r, color.g, color.b );

					color.setHSL( i / ( hilbertPoints.length * subdivisions ), 1.0, 0.5 );
					colors3.push( color.r, color.g, color.b );

				}

				geometry1.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
				geometry2.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
				geometry3.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );

				geometry1.setAttribute( 'color', new THREE.Float32BufferAttribute( colors1, 3 ) );
				geometry2.setAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
				geometry3.setAttribute( 'color', new THREE.Float32BufferAttribute( colors3, 3 ) );

				//

				const geometry4 = new THREE.BufferGeometry();
				const geometry5 = new THREE.BufferGeometry();
				const geometry6 = new THREE.BufferGeometry();

				vertices = [];
				colors1 = [];
				colors2 = [];
				colors3 = [];

				for ( let i = 0; i < hilbertPoints.length; i ++ ) {

					const point = hilbertPoints[ i ];

					vertices.push( point.x, point.y, point.z );

					color.setHSL( 0.6, 1.0, Math.max( 0, ( 200 - hilbertPoints[ i ].x ) / 400 ) * 0.5 + 0.5 );
					colors1.push( color.r, color.g, color.b );

					color.setHSL( 0.3, 1.0, Math.max( 0, ( 200 + hilbertPoints[ i ].x ) / 400 ) * 0.5 );
					colors2.push( color.r, color.g, color.b );

					color.setHSL( i / hilbertPoints.length, 1.0, 0.5 );
					colors3.push( color.r, color.g, color.b );

				}

				geometry4.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
				geometry5.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
				geometry6.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );

				geometry4.setAttribute( 'color', new THREE.Float32BufferAttribute( colors1, 3 ) );
				geometry5.setAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
				geometry6.setAttribute( 'color', new THREE.Float32BufferAttribute( colors3, 3 ) );

				// Create lines and add to scene

				var	material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: true } );

				let line, p;
				const scale = 0.3, d = 225;

				const parameters = [
					[ material, scale * 1.5, [ - d, - d / 2, 0 ], geometry1 ],
					[ material, scale * 1.5, [ 0, - d / 2, 0 ], geometry2 ],
					[ material, scale * 1.5, [ d, - d / 2, 0 ], geometry3 ],

					[ material, scale * 1.5, [ - d, d / 2, 0 ], geometry4 ],
					[ material, scale * 1.5, [ 0, d / 2, 0 ], geometry5 ],
					[ material, scale * 1.5, [ d, d / 2, 0 ], geometry6 ],
				];

				for ( let i = 0; i < parameters.length; i ++ ) {

					p = parameters[ i ];
					line = new THREE.Line( p[ 3 ], p[ 0 ] );
					line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
					line.position.x = p[ 2 ][ 0 ];
					line.position.y = p[ 2 ][ 1 ];
					line.position.z = p[ 2 ][ 2 ];
					scene.add( line );

				}

				//

				document.body.style.touchAction = 'none';
				document.body.addEventListener( 'pointermove', onPointerMove );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function onPointerMove( event ) {

				if ( event.isPrimary === false ) return;

				mouseX = event.clientX - windowHalfX;
				mouseY = event.clientY - windowHalfY;

			}

			//

			function animate() {

				requestAnimationFrame( animate );
				render();

			}

			function render() {

				camera.position.x += ( mouseX - camera.position.x ) * 0.05;
				camera.position.y += ( - mouseY + 200 - camera.position.y ) * 0.05;

				camera.lookAt( scene.position );

				const time = Date.now() * 0.0005;

				for ( let i = 0; i < scene.children.length; i ++ ) {

					const object = scene.children[ i ];

					if ( object.isLine ) {

						object.rotation.y = time * ( i % 2 ? 1 : - 1 );

					}

				}

				renderer.render( scene, camera );

			}