Code viewer for World: buffergeometry lines
//https://github.com/mrdoob/three.js/blob/master/examples/webgl_buffergeometry_lines.html
// template is blank 
// define your own Three.js World here 

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


// use JS to make HTML elements too:

	    AB.newDiv ( "container" );                                 


// template is blank 
// define your own Three.js World here 


import * as THREE from  '/api/threemodule/libs/three.module.js';       
	        import Stats from       '/uploads/threeport/stats.module.js';

let container, stats, clock;

			let camera, scene, renderer;

			let line;

			const segments = 10000;
			const r = 800;
			let t = 0;

			init();
			animate();

			function init() {

				container = document.getElementById( 'container' );

				//

				camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 4000 );
				camera.position.z = 2750;

				scene = new THREE.Scene();

				clock = new THREE.Clock();

				const geometry = new THREE.BufferGeometry();
				const material = new THREE.LineBasicMaterial( { vertexColors: true } );

				const positions = [];
				const colors = [];

				for ( let i = 0; i < segments; i ++ ) {

					const x = Math.random() * r - r / 2;
					const y = Math.random() * r - r / 2;
					const z = Math.random() * r - r / 2;

					// positions

					positions.push( x, y, z );

					// colors

					colors.push( ( x / r ) + 0.5 );
					colors.push( ( y / r ) + 0.5 );
					colors.push( ( z / r ) + 0.5 );

				}

				geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
				geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
				generateMorphTargets( geometry );

				geometry.computeBoundingSphere();

				line = new THREE.Line( geometry, material );
				scene.add( line );

				//

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.outputEncoding = THREE.sRGBEncoding;

				container.appendChild( renderer.domElement );

				//

				stats = new Stats();
				container.appendChild( stats.dom );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

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

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

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				const delta = clock.getDelta();
				const time = clock.getElapsedTime();

				line.rotation.x = time * 0.25;
				line.rotation.y = time * 0.5;

				t += delta * 0.5;
				line.morphTargetInfluences[ 0 ] = Math.abs( Math.sin( t ) );

				renderer.render( scene, camera );

			}

			function generateMorphTargets( geometry ) {

				const data = [];

				for ( let i = 0; i < segments; i ++ ) {

					const x = Math.random() * r - r / 2;
					const y = Math.random() * r - r / 2;
					const z = Math.random() * r - r / 2;

					data.push( x, y, z );

				}

				const morphTarget = new THREE.Float32BufferAttribute( data, 3 );
				morphTarget.name = 'target1';

				geometry.morphAttributes.position = [ morphTarget ];

			}