Code viewer for World: webgl_geometries
   //ported world from threejs examples
   //https://threejs.org/examples/#webgl_geometries
   //https://github.com/mrdoob/three.js/blob/master/examples/webgl_geometries.html
   
   
   // load CSS from file (do everything from JS)
           
           
           
            AB.loadCSS ( '/uploads/threeport/main.css' ); 
            AB.newDiv ('container');

// path edits:

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

            import Stats from '/uploads/threeport/stats.module.js';

			let camera, scene, renderer, stats;

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.y = 400;

				scene = new THREE.Scene();

				let object;

				const ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
				scene.add( ambientLight );

				const pointLight = new THREE.PointLight( 0xffffff, 0.8 );
				camera.add( pointLight );
				scene.add( camera );

				const map = new THREE.TextureLoader().load( 'uploads/threejs/uv_grid_opengl.jpg' );
				map.wrapS = map.wrapT = THREE.RepeatWrapping;
				map.anisotropy = 16;

				const material = new THREE.MeshPhongMaterial( { map: map, side: THREE.DoubleSide } );

				//

				object = new THREE.Mesh( new THREE.SphereGeometry( 75, 20, 10 ), material );
				object.position.set( - 300, 0, 200 );
				scene.add( object );

				object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 1 ), material );
				object.position.set( - 100, 0, 200 );
				scene.add( object );

				object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 2 ), material );
				object.position.set( 100, 0, 200 );
				scene.add( object );

				object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material );
				object.position.set( 300, 0, 200 );
				scene.add( object );

				//

				object = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100, 4, 4 ), material );
				object.position.set( - 300, 0, 0 );
				scene.add( object );

				object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100, 4, 4, 4 ), material );
				object.position.set( - 100, 0, 0 );
				scene.add( object );

				object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material );
				object.position.set( 100, 0, 0 );
				scene.add( object );

				object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
				object.position.set( 300, 0, 0 );
				scene.add( object );

				//

				object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material );
				object.position.set( - 300, 0, - 200 );
				scene.add( object );

				const points = [];

				for ( let i = 0; i < 50; i ++ ) {

					points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );

				}

				object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material );
				object.position.set( - 100, 0, - 200 );
				scene.add( object );

				object = new THREE.Mesh( new THREE.TorusGeometry( 50, 20, 20, 20 ), material );
				object.position.set( 100, 0, - 200 );
				scene.add( object );

				object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 10, 50, 20 ), material );
				object.position.set( 300, 0, - 200 );
				scene.add( object );

				//

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

				stats = new Stats();
				document.body.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 timer = Date.now() * 0.0001;

				camera.position.x = Math.cos( timer ) * 800;
				camera.position.z = Math.sin( timer ) * 800;

				camera.lookAt( scene.position );

				scene.traverse( function ( object ) {

					if ( object.isMesh === true ) {

						object.rotation.x = timer * 5;
						object.rotation.y = timer * 2.5;

					}

				} );

				renderer.render( scene, camera );

			}