three.js dev template - module

HTML

<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
    
<script type="importmap">
	{
		"imports": {
			"three": "https://unpkg.com/three@0.153/build/three.module.js",
      "three/addons/": "https://unpkg.com/three@0.153/examples/jsm/"
		}
	}
</script>

CSS

body {
	margin: 0px;
}

JavaScript

// Simple three.js example

import * as THREE from 'three';
import {OrbitControls} from 'three/addons/controls/OrbitControls.js';

let mesh, renderer, scene, camera, controls;

init();
animate();

function init() {

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

  // scene
  scene = new THREE.Scene();

  // camera
  camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000);
  camera.position.set(20, 20, 20);

  // controls
  controls = new OrbitControls(camera, renderer.domElement);

  // geometry
  let geometry = new THREE.BoxGeometry(10, 10, 10);
  geometry = geometry.toNonIndexed();

  const positionAttribute = geometry.getAttribute('position');

  const color = new THREE.Color();
  const colors = [];

  for (let i = 0; i < positionAttribute.count; i += 6) {

    color.setHex(Math.random() * 0xffffff);
    
    // face one

    colors.push(color.r, color.g, color.b);
    colors.push(color.r, color.g, color.b);
    colors.push(color.r, color.g, color.b);
    
    // face two

    colors.push(color.r, color.g, color.b);
    colors.push(color.r, color.g, color.b);
    colors.push(color.r, color.g, color.b);

  }

  const colorAttribute = new THREE.Float32BufferAttribute(colors, 3);
  geometry.setAttribute('color', colorAttribute);


  const material = new THREE.MeshBasicMaterial({
    vertexColors: true
  });

  mesh = new THREE.Mesh(geometry, material);
  scene.add(mesh);


}

function animate() {

  requestAnimationFrame(animate);

  //controls.update();

  renderer.render(scene, camera);

}