static hilbert3D( center = new THREE.Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3, v4 = 4, v5 = 5, v6 = 6, v7 = 7 ) {

			// Default Vars
			const half = size / 2;
			const vec_s = [ new THREE.Vector3( center.x - half, center.y + half, center.z - half ), new THREE.Vector3( center.x - half, center.y + half, center.z + half ), new THREE.Vector3( center.x - half, center.y - half, center.z + half ), new THREE.Vector3( center.x - half, center.y - half, center.z - half ), new THREE.Vector3( center.x + half, center.y - half, center.z - half ), new THREE.Vector3( center.x + half, center.y - half, center.z + half ), new THREE.Vector3( center.x + half, center.y + half, center.z + half ), new THREE.Vector3( center.x + half, center.y + half, center.z - half ) ];
			const vec = [ vec_s[ v0 ], vec_s[ v1 ], vec_s[ v2 ], vec_s[ v3 ], vec_s[ v4 ], vec_s[ v5 ], vec_s[ v6 ], vec_s[ v7 ] ]; // Recurse iterations

			if ( -- iterations >= 0 ) {

				const tmp = [];
				Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
				Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
				Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
				Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
				Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
				Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
				Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
				Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) ); // Return recursive call

				return tmp;

			} // Return complete Hilbert Curve.


			return vec;

		}
Generates 3D-Coordinates in a very fast way.

Based on work by:
@link http://www.openprocessing.org/visuals/?visualID=15599

@param center     Center of Hilbert curve.
@param size       Total width of Hilbert curve.
@param iterations Number of subdivisions.
@param v0         Corner index -X, +Y, -Z.
@param v1         Corner index -X, +Y, +Z.
@param v2         Corner index -X, -Y, +Z.
@param v3         Corner index -X, -Y, -Z.
@param v4         Corner index +X, -Y, -Z.
@param v5         Corner index +X, -Y, +Z.
@param v6         Corner index +X, +Y, +Z.
@param v7         Corner index +X, +Y, -Z.