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Merge pull request #16703 from looeee/convert_marching_cubes_to_module

Add module and TS file for MarchingCubes.js
Michael Herzog 6 years ago
parent
commit
5438f4513f

+ 0 - 1
examples/js/MarchingCubes.js → examples/js/objects/MarchingCubes.js

@@ -974,7 +974,6 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
 THREE.MarchingCubes.prototype = Object.create( THREE.ImmediateRenderObject.prototype );
 THREE.MarchingCubes.prototype.constructor = THREE.MarchingCubes;
 
-
 /////////////////////////////////////
 // Marching cubes lookup tables
 /////////////////////////////////////

+ 73 - 0
examples/jsm/objects/MarchingCubes.d.ts

@@ -0,0 +1,73 @@
+import {
+  BufferGeometry,
+  Material,
+  ImmediateRenderObject
+} from '../../../src/Three';
+
+export class MarchingCubes extends ImmediateRenderObject {
+  constructor(resolution: number, material: Material, enableUvs?: boolean, enableColors?: boolean);
+
+  enableUvs: boolean;
+  enableColors: boolean;
+
+  resolution: number;
+
+  // parameters
+
+  isolation: number;
+
+  // size of field, 32 is pushing it in Javascript :)
+
+  size: number;
+  size2: number;
+  size3: number;
+  halfsize: number;
+
+  // deltas
+
+  delta: number;
+  yd: number;
+  zd: number;
+
+  field: Float32Array;
+  normal_cache: Float32Array;
+  palette: Float32Array;
+
+  maxCount: number;
+  count: number;
+
+  hasPositions: boolean;
+  hasNormals: boolean;
+  hasColors: boolean;
+  hasUvs: boolean;
+
+  positionArray: Float32Array;
+  normalArray: Float32Array;
+
+  uvArray: Float32Array;
+  colorArray: Float32Array;
+
+  begin(): void;
+  end(): void;
+
+  addBall( ballx: number, bally: number, ballz: number, strength: number, subtract: number, colors: any ): void;
+
+  addPlaneX( strength: number, subtract: number ): void;
+  addPlaneY( strength: number, subtract: number ): void;
+  addPlaneZ( strength: number, subtract: number ): void;
+
+  setCell ( x: number, y: number, z: number, value: number ): void;
+  getCell ( x: number, y: number, z: number ): number;
+
+  blur( intensity: number ): void;
+
+  reset(): void;
+  render( renderCallback: any ): void;
+  generateGeometry(): BufferGeometry;
+  generateBufferGeometry(): BufferGeometry;
+
+}
+
+export const edgeTable: Int32Array[];
+export const triTable: Int32Array[];
+

+ 1285 - 0
examples/jsm/objects/MarchingCubes.js

@@ -0,0 +1,1285 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com
+ * @author chaht01 / http://hyuntak.com
+ * Port of http://webglsamples.org/blob/blob.html
+ */
+
+import {
+	BufferAttribute,
+	BufferGeometry,
+	Color,
+	ImmediateRenderObject,
+	NoColors
+} from "../../../build/three.module.js";
+
+var MarchingCubes = function ( resolution, material, enableUvs, enableColors ) {
+
+	ImmediateRenderObject.call( this, material );
+
+	var scope = this;
+
+	// temp buffers used in polygonize
+
+	var vlist = new Float32Array( 12 * 3 );
+	var nlist = new Float32Array( 12 * 3 );
+	var clist = new Float32Array( 12 * 3 );
+
+	this.enableUvs = enableUvs !== undefined ? enableUvs : false;
+	this.enableColors = enableColors !== undefined ? enableColors : false;
+
+	// functions have to be object properties
+	// prototype functions kill performance
+	// (tested and it was 4x slower !!!)
+
+	this.init = function ( resolution ) {
+
+		this.resolution = resolution;
+
+		// parameters
+
+		this.isolation = 80.0;
+
+		// size of field, 32 is pushing it in Javascript :)
+
+		this.size = resolution;
+		this.size2 = this.size * this.size;
+		this.size3 = this.size2 * this.size;
+		this.halfsize = this.size / 2.0;
+
+		// deltas
+
+		this.delta = 2.0 / this.size;
+		this.yd = this.size;
+		this.zd = this.size2;
+
+		this.field = new Float32Array( this.size3 );
+		this.normal_cache = new Float32Array( this.size3 * 3 );
+		this.palette = new Float32Array( this.size3 * 3 );
+
+		// immediate render mode simulator
+
+		this.maxCount = 4096; // TODO: find the fastest size for this buffer
+		this.count = 0;
+
+		this.hasPositions = false;
+		this.hasNormals = false;
+		this.hasColors = false;
+		this.hasUvs = false;
+
+		this.positionArray = new Float32Array( this.maxCount * 3 );
+		this.normalArray = new Float32Array( this.maxCount * 3 );
+
+		if ( this.enableUvs ) {
+
+			this.uvArray = new Float32Array( this.maxCount * 2 );
+
+		}
+
+		if ( this.enableColors ) {
+
+			this.colorArray = new Float32Array( this.maxCount * 3 );
+
+		}
+
+	};
+
+	///////////////////////
+	// Polygonization
+	///////////////////////
+
+	function lerp( a, b, t ) {
+
+		return a + ( b - a ) * t;
+
+	}
+
+	function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
+
+		var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
+			nc = scope.normal_cache;
+
+		vlist[ offset + 0 ] = x + mu * scope.delta;
+		vlist[ offset + 1 ] = y;
+		vlist[ offset + 2 ] = z;
+
+		nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
+		nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
+		nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
+
+		clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
+		clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
+		clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
+
+	}
+
+	function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
+
+		var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
+			nc = scope.normal_cache;
+
+		vlist[ offset + 0 ] = x;
+		vlist[ offset + 1 ] = y + mu * scope.delta;
+		vlist[ offset + 2 ] = z;
+
+		var q2 = q + scope.yd * 3;
+
+		nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
+		nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
+		nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
+
+		clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
+		clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
+		clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
+
+	}
+
+	function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
+
+		var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
+			nc = scope.normal_cache;
+
+		vlist[ offset + 0 ] = x;
+		vlist[ offset + 1 ] = y;
+		vlist[ offset + 2 ] = z + mu * scope.delta;
+
+		var q2 = q + scope.zd * 3;
+
+		nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
+		nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
+		nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
+
+		clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
+		clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
+		clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
+
+	}
+
+	function compNorm( q ) {
+
+		var q3 = q * 3;
+
+		if ( scope.normal_cache[ q3 ] === 0.0 ) {
+
+			scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
+			scope.normal_cache[ q3 + 1 ] =
+				scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
+			scope.normal_cache[ q3 + 2 ] =
+				scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
+
+		}
+
+	}
+
+	// Returns total number of triangles. Fills triangles.
+	// (this is where most of time is spent - it's inner work of O(n3) loop )
+
+	function polygonize( fx, fy, fz, q, isol, renderCallback ) {
+
+		// cache indices
+		var q1 = q + 1,
+			qy = q + scope.yd,
+			qz = q + scope.zd,
+			q1y = q1 + scope.yd,
+			q1z = q1 + scope.zd,
+			qyz = q + scope.yd + scope.zd,
+			q1yz = q1 + scope.yd + scope.zd;
+
+		var cubeindex = 0,
+			field0 = scope.field[ q ],
+			field1 = scope.field[ q1 ],
+			field2 = scope.field[ qy ],
+			field3 = scope.field[ q1y ],
+			field4 = scope.field[ qz ],
+			field5 = scope.field[ q1z ],
+			field6 = scope.field[ qyz ],
+			field7 = scope.field[ q1yz ];
+
+		if ( field0 < isol ) cubeindex |= 1;
+		if ( field1 < isol ) cubeindex |= 2;
+		if ( field2 < isol ) cubeindex |= 8;
+		if ( field3 < isol ) cubeindex |= 4;
+		if ( field4 < isol ) cubeindex |= 16;
+		if ( field5 < isol ) cubeindex |= 32;
+		if ( field6 < isol ) cubeindex |= 128;
+		if ( field7 < isol ) cubeindex |= 64;
+
+		// if cube is entirely in/out of the surface - bail, nothing to draw
+
+		var bits = edgeTable[ cubeindex ];
+		if ( bits === 0 ) return 0;
+
+		var d = scope.delta,
+			fx2 = fx + d,
+			fy2 = fy + d,
+			fz2 = fz + d;
+
+		// top of the cube
+
+		if ( bits & 1 ) {
+
+			compNorm( q );
+			compNorm( q1 );
+			VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
+
+		}
+
+		if ( bits & 2 ) {
+
+			compNorm( q1 );
+			compNorm( q1y );
+			VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
+
+		}
+
+		if ( bits & 4 ) {
+
+			compNorm( qy );
+			compNorm( q1y );
+			VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
+
+		}
+
+		if ( bits & 8 ) {
+
+			compNorm( q );
+			compNorm( qy );
+			VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
+
+		}
+
+		// bottom of the cube
+
+		if ( bits & 16 ) {
+
+			compNorm( qz );
+			compNorm( q1z );
+			VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
+
+		}
+
+		if ( bits & 32 ) {
+
+			compNorm( q1z );
+			compNorm( q1yz );
+			VIntY(
+				q1z * 3,
+				15,
+				isol,
+				fx2,
+				fy,
+				fz2,
+				field5,
+				field7,
+				q1z,
+				q1yz
+			);
+
+		}
+
+		if ( bits & 64 ) {
+
+			compNorm( qyz );
+			compNorm( q1yz );
+			VIntX(
+				qyz * 3,
+				18,
+				isol,
+				fx,
+				fy2,
+				fz2,
+				field6,
+				field7,
+				qyz,
+				q1yz
+			);
+
+		}
+
+		if ( bits & 128 ) {
+
+			compNorm( qz );
+			compNorm( qyz );
+			VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
+
+		}
+
+		// vertical lines of the cube
+		if ( bits & 256 ) {
+
+			compNorm( q );
+			compNorm( qz );
+			VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
+
+		}
+
+		if ( bits & 512 ) {
+
+			compNorm( q1 );
+			compNorm( q1z );
+			VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
+
+		}
+
+		if ( bits & 1024 ) {
+
+			compNorm( q1y );
+			compNorm( q1yz );
+			VIntZ(
+				q1y * 3,
+				30,
+				isol,
+				fx2,
+				fy2,
+				fz,
+				field3,
+				field7,
+				q1y,
+				q1yz
+			);
+
+		}
+
+		if ( bits & 2048 ) {
+
+			compNorm( qy );
+			compNorm( qyz );
+			VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
+
+		}
+
+		cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
+
+		var o1,
+			o2,
+			o3,
+			numtris = 0,
+			i = 0;
+
+		// here is where triangles are created
+
+		while ( triTable[ cubeindex + i ] != - 1 ) {
+
+			o1 = cubeindex + i;
+			o2 = o1 + 1;
+			o3 = o1 + 2;
+
+			posnormtriv(
+				vlist,
+				nlist,
+				clist,
+				3 * triTable[ o1 ],
+				3 * triTable[ o2 ],
+				3 * triTable[ o3 ],
+				renderCallback
+			);
+
+			i += 3;
+			numtris ++;
+
+		}
+
+		return numtris;
+
+	}
+
+	/////////////////////////////////////
+	// Immediate render mode simulator
+	/////////////////////////////////////
+
+	function posnormtriv( pos, norm, colors, o1, o2, o3, renderCallback ) {
+
+		var c = scope.count * 3;
+
+		// positions
+
+		scope.positionArray[ c + 0 ] = pos[ o1 ];
+		scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
+		scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
+
+		scope.positionArray[ c + 3 ] = pos[ o2 ];
+		scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
+		scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
+
+		scope.positionArray[ c + 6 ] = pos[ o3 ];
+		scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
+		scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
+
+		// normals
+
+		if ( scope.material.flatShading === true ) {
+
+			var nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
+			var ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
+			var nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
+
+			scope.normalArray[ c + 0 ] = nx;
+			scope.normalArray[ c + 1 ] = ny;
+			scope.normalArray[ c + 2 ] = nz;
+
+			scope.normalArray[ c + 3 ] = nx;
+			scope.normalArray[ c + 4 ] = ny;
+			scope.normalArray[ c + 5 ] = nz;
+
+			scope.normalArray[ c + 6 ] = nx;
+			scope.normalArray[ c + 7 ] = ny;
+			scope.normalArray[ c + 8 ] = nz;
+
+		} else {
+
+			scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
+			scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
+			scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
+
+			scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
+			scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
+			scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
+
+			scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
+			scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
+			scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
+
+		}
+
+		// uvs
+
+		if ( scope.enableUvs ) {
+
+			var d = scope.count * 2;
+
+			scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
+			scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
+
+			scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
+			scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
+
+			scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
+			scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
+
+		}
+
+		// colors
+
+		if ( scope.enableColors ) {
+
+			scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
+			scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
+			scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
+
+			scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
+			scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
+			scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
+
+			scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
+			scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
+			scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
+
+		}
+
+		scope.count += 3;
+
+		if ( scope.count >= scope.maxCount - 3 ) {
+
+			scope.hasPositions = true;
+			scope.hasNormals = true;
+
+			if ( scope.enableUvs ) {
+
+				scope.hasUvs = true;
+
+			}
+
+			if ( scope.enableColors ) {
+
+				scope.hasColors = true;
+
+			}
+
+			renderCallback( scope );
+
+		}
+
+	}
+
+	this.begin = function () {
+
+		this.count = 0;
+
+		this.hasPositions = false;
+		this.hasNormals = false;
+		this.hasUvs = false;
+		this.hasColors = false;
+
+	};
+
+	this.end = function ( renderCallback ) {
+
+		if ( this.count === 0 ) return;
+
+		for ( var i = this.count * 3; i < this.positionArray.length; i ++ ) {
+
+			this.positionArray[ i ] = 0.0;
+
+		}
+
+		this.hasPositions = true;
+		this.hasNormals = true;
+
+		if ( this.enableUvs && this.material.map ) {
+
+			this.hasUvs = true;
+
+		}
+
+		if ( this.enableColors && this.material.vertexColors !== NoColors ) {
+
+			this.hasColors = true;
+
+		}
+
+		renderCallback( this );
+
+	};
+
+	/////////////////////////////////////
+	// Metaballs
+	/////////////////////////////////////
+
+	// Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
+	// a fixed distance, determined by strength and subtract.
+
+	this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
+
+		var sign = Math.sign( strength );
+		strength = Math.abs( strength );
+		var userDefineColor = ! ( colors === undefined || colors === null );
+		var ballColor = new Color( ballx, bally, ballz );
+		if ( userDefineColor ) {
+
+			try {
+
+				ballColor =
+					colors instanceof Color
+						? colors
+						: Array.isArray( colors )
+							? new Color(
+								Math.min( Math.abs( colors[ 0 ] ), 1 ),
+								Math.min( Math.abs( colors[ 1 ] ), 1 ),
+								Math.min( Math.abs( colors[ 2 ] ), 1 )
+						  )
+							: new Color( colors );
+
+			} catch ( err ) {
+
+				userDefineColor = false;
+				ballColor = new Color( ballx, bally, ballz );
+
+			}
+
+		}
+
+		// Let's solve the equation to find the radius:
+		// 1.0 / (0.000001 + radius^2) * strength - subtract = 0
+		// strength / (radius^2) = subtract
+		// strength = subtract * radius^2
+		// radius^2 = strength / subtract
+		// radius = sqrt(strength / subtract)
+
+		var radius = this.size * Math.sqrt( strength / subtract ),
+			zs = ballz * this.size,
+			ys = bally * this.size,
+			xs = ballx * this.size;
+
+		var min_z = Math.floor( zs - radius );
+		if ( min_z < 1 ) min_z = 1;
+		var max_z = Math.floor( zs + radius );
+		if ( max_z > this.size - 1 ) max_z = this.size - 1;
+		var min_y = Math.floor( ys - radius );
+		if ( min_y < 1 ) min_y = 1;
+		var max_y = Math.floor( ys + radius );
+		if ( max_y > this.size - 1 ) max_y = this.size - 1;
+		var min_x = Math.floor( xs - radius );
+		if ( min_x < 1 ) min_x = 1;
+		var max_x = Math.floor( xs + radius );
+		if ( max_x > this.size - 1 ) max_x = this.size - 1;
+
+		// Don't polygonize in the outer layer because normals aren't
+		// well-defined there.
+
+		var x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
+		for ( z = min_z; z < max_z; z ++ ) {
+
+			z_offset = this.size2 * z;
+			fz = z / this.size - ballz;
+			fz2 = fz * fz;
+
+			for ( y = min_y; y < max_y; y ++ ) {
+
+				y_offset = z_offset + this.size * y;
+				fy = y / this.size - bally;
+				fy2 = fy * fy;
+
+				for ( x = min_x; x < max_x; x ++ ) {
+
+					fx = x / this.size - ballx;
+					val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
+					if ( val > 0.0 ) {
+
+						this.field[ y_offset + x ] += val * sign;
+
+						// optimization
+						// http://www.geisswerks.com/ryan/BLOBS/blobs.html
+						const ratio =
+							Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
+						const contrib =
+							1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
+						this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
+						this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
+						this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
+
+					}
+
+				}
+
+			}
+
+		}
+
+	};
+
+	this.addPlaneX = function ( strength, subtract ) {
+
+		var x,
+			y,
+			z,
+			xx,
+			val,
+			xdiv,
+			cxy,
+			// cache attribute lookups
+			size = this.size,
+			yd = this.yd,
+			zd = this.zd,
+			field = this.field,
+			dist = size * Math.sqrt( strength / subtract );
+
+		if ( dist > size ) dist = size;
+
+		for ( x = 0; x < dist; x ++ ) {
+
+			xdiv = x / size;
+			xx = xdiv * xdiv;
+			val = strength / ( 0.0001 + xx ) - subtract;
+
+			if ( val > 0.0 ) {
+
+				for ( y = 0; y < size; y ++ ) {
+
+					cxy = x + y * yd;
+
+					for ( z = 0; z < size; z ++ ) {
+
+						field[ zd * z + cxy ] += val;
+
+					}
+
+				}
+
+			}
+
+		}
+
+	};
+
+	this.addPlaneY = function ( strength, subtract ) {
+
+		var x,
+			y,
+			z,
+			yy,
+			val,
+			ydiv,
+			cy,
+			cxy,
+			// cache attribute lookups
+			size = this.size,
+			yd = this.yd,
+			zd = this.zd,
+			field = this.field,
+			dist = size * Math.sqrt( strength / subtract );
+
+		if ( dist > size ) dist = size;
+
+		for ( y = 0; y < dist; y ++ ) {
+
+			ydiv = y / size;
+			yy = ydiv * ydiv;
+			val = strength / ( 0.0001 + yy ) - subtract;
+
+			if ( val > 0.0 ) {
+
+				cy = y * yd;
+
+				for ( x = 0; x < size; x ++ ) {
+
+					cxy = cy + x;
+
+					for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
+
+				}
+
+			}
+
+		}
+
+	};
+
+	this.addPlaneZ = function ( strength, subtract ) {
+
+		var x,
+			y,
+			z,
+			zz,
+			val,
+			zdiv,
+			cz,
+			cyz,
+			// cache attribute lookups
+			size = this.size,
+			yd = this.yd,
+			zd = this.zd,
+			field = this.field,
+			dist = size * Math.sqrt( strength / subtract );
+
+		if ( dist > size ) dist = size;
+
+		for ( z = 0; z < dist; z ++ ) {
+
+			zdiv = z / size;
+			zz = zdiv * zdiv;
+			val = strength / ( 0.0001 + zz ) - subtract;
+			if ( val > 0.0 ) {
+
+				cz = zd * z;
+
+				for ( y = 0; y < size; y ++ ) {
+
+					cyz = cz + y * yd;
+
+					for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
+
+				}
+
+			}
+
+		}
+
+	};
+
+	/////////////////////////////////////
+	// Updates
+	/////////////////////////////////////
+
+	this.setCell = function ( x, y, z, value ) {
+
+		var index = this.size2 * z + this.size * y + x;
+		this.field[ index ] = value;
+
+	};
+
+	this.getCell = function ( x, y, z ) {
+
+		var index = this.size2 * z + this.size * y + x;
+		return this.field[ index ];
+
+	};
+
+	this.blur = function ( intensity ) {
+
+		if ( intensity === undefined ) {
+
+			intensity = 1;
+
+		}
+
+		var field = this.field;
+		var fieldCopy = field.slice();
+		var size = this.size;
+		var size2 = this.size2;
+		for ( var x = 0; x < size; x ++ ) {
+
+			for ( var y = 0; y < size; y ++ ) {
+
+				for ( var z = 0; z < size; z ++ ) {
+
+					var index = size2 * z + size * y + x;
+					var val = fieldCopy[ index ];
+					var count = 1;
+
+					for ( var x2 = - 1; x2 <= 1; x2 += 2 ) {
+
+						var x3 = x2 + x;
+						if ( x3 < 0 || x3 >= size ) continue;
+
+						for ( var y2 = - 1; y2 <= 1; y2 += 2 ) {
+
+							var y3 = y2 + y;
+							if ( y3 < 0 || y3 >= size ) continue;
+
+							for ( var z2 = - 1; z2 <= 1; z2 += 2 ) {
+
+								var z3 = z2 + z;
+								if ( z3 < 0 || z3 >= size ) continue;
+
+								var index2 = size2 * z3 + size * y3 + x3;
+								var val2 = fieldCopy[ index2 ];
+
+								count ++;
+								val += intensity * ( val2 - val ) / count;
+
+							}
+
+						}
+
+					}
+
+					field[ index ] = val;
+
+				}
+
+			}
+
+		}
+
+	};
+
+	this.reset = function () {
+
+		var i;
+
+		// wipe the normal cache
+
+		for ( i = 0; i < this.size3; i ++ ) {
+
+			this.normal_cache[ i * 3 ] = 0.0;
+			this.field[ i ] = 0.0;
+			this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
+				i * 3 + 2
+			] = 0.0;
+
+		}
+
+	};
+
+	this.render = function ( renderCallback ) {
+
+		this.begin();
+
+		// Triangulate. Yeah, this is slow.
+
+		var smin2 = this.size - 2;
+
+		for ( var z = 1; z < smin2; z ++ ) {
+
+			var z_offset = this.size2 * z;
+			var fz = ( z - this.halfsize ) / this.halfsize; //+ 1
+
+			for ( var y = 1; y < smin2; y ++ ) {
+
+				var y_offset = z_offset + this.size * y;
+				var fy = ( y - this.halfsize ) / this.halfsize; //+ 1
+
+				for ( var x = 1; x < smin2; x ++ ) {
+
+					var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
+					var q = y_offset + x;
+
+					polygonize( fx, fy, fz, q, this.isolation, renderCallback );
+
+				}
+
+			}
+
+		}
+
+		this.end( renderCallback );
+
+	};
+
+	this.generateGeometry = function () {
+
+		console.warn(
+			"MarchingCubes: generateGeometry() now returns BufferGeometry"
+		);
+		return this.generateBufferGeometry();
+
+	};
+
+	function concatenate( a, b, length ) {
+
+		var result = new Float32Array( a.length + length );
+		result.set( a, 0 );
+		result.set( b.slice( 0, length ), a.length );
+		return result;
+
+	}
+
+	this.generateBufferGeometry = function () {
+
+		var geo = new BufferGeometry();
+		var posArray = new Float32Array();
+		var normArray = new Float32Array();
+		var colorArray = new Float32Array();
+		var uvArray = new Float32Array();
+		var scope = this;
+
+		var geo_callback = function ( object ) {
+
+			if ( scope.hasPositions )
+				posArray = concatenate(
+					posArray,
+					object.positionArray,
+					object.count * 3
+				);
+			if ( scope.hasNormals )
+				normArray = concatenate(
+					normArray,
+					object.normalArray,
+					object.count * 3
+				);
+			if ( scope.hasColors )
+				colorArray = concatenate(
+					colorArray,
+					object.colorArray,
+					object.count * 3
+				);
+			if ( scope.hasUvs )
+				uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
+
+			object.count = 0;
+
+		};
+
+		this.render( geo_callback );
+
+		if ( this.hasPositions )
+			geo.addAttribute( "position", new BufferAttribute( posArray, 3 ) );
+		if ( this.hasNormals )
+			geo.addAttribute( "normal", new BufferAttribute( normArray, 3 ) );
+		if ( this.hasColors )
+			geo.addAttribute( "color", new BufferAttribute( colorArray, 3 ) );
+		if ( this.hasUvs )
+			geo.addAttribute( "uv", new BufferAttribute( uvArray, 2 ) );
+
+		return geo;
+
+	};
+
+	this.init( resolution );
+
+};
+
+MarchingCubes.prototype = Object.create( ImmediateRenderObject.prototype );
+MarchingCubes.prototype.constructor = MarchingCubes;
+
+/////////////////////////////////////
+// Marching cubes lookup tables
+/////////////////////////////////////
+
+// These tables are straight from Paul Bourke's page:
+// http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
+// who in turn got them from Cory Gene Bloyd.
+
+var edgeTable = new Int32Array( [
+	0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
+	0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
+	0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
+	0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
+	0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
+	0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
+	0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
+	0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
+	0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
+	0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
+	0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
+	0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
+	0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
+	0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
+	0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
+	0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
+	0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
+	0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
+	0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
+	0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
+	0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
+	0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
+	0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
+	0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
+	0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
+	0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
+	0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
+	0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
+	0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
+	0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
+	0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
+	0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
+
+var triTable = new Int32Array( [
+	- 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
+	8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
+	3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
+	4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
+	4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
+	9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
+	10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
+	5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
+	5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
+	8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
+	2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
+	2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
+	11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
+	5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
+	11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
+	11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
+	2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
+	6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
+	3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
+	6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
+	6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
+	8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
+	7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
+	3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
+	0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
+	9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
+	8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
+	5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
+	0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
+	6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
+	10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
+	1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
+	0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
+	3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
+	6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
+	9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
+	8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
+	3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
+	10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
+	10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
+	2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
+	7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
+	2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
+	1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
+	11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
+	8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
+	0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
+	7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
+	7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
+	10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
+	0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
+	7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
+	6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
+	4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
+	10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
+	8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
+	1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
+	10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
+	10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
+	9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
+	7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
+	3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
+	7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
+	3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
+	6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
+	9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
+	1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
+	4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
+	7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
+	6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
+	0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
+	6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
+	0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
+	11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
+	6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
+	5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
+	9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
+	1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
+	10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
+	0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
+	11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
+	9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
+	7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
+	2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
+	9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
+	9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
+	1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
+	0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
+	10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
+	2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
+	0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
+	0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
+	9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
+	5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
+	5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
+	8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
+	9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
+	1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
+	3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
+	4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
+	9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
+	11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
+	2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
+	9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
+	3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
+	1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
+	4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
+	0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
+	1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
+	- 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
+
+export { MarchingCubes, edgeTable, triTable };

+ 1 - 1
examples/webgl_marchingcubes.html

@@ -20,7 +20,7 @@
 
 	<script src="js/controls/OrbitControls.js"></script>
 
-	<script src="js/MarchingCubes.js"></script>
+	<script src="js/objects/MarchingCubes.js"></script>
 	<script src="js/shaders/ToonShader.js"></script>
 
 	<script src="js/WebGL.js"></script>

+ 2 - 2
examples/webvr_sculpt.html

@@ -12,13 +12,13 @@
 			<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webvr - sculpt
 		</div>
 
-		
+
 		<script src="js/vr/HelioWebXRPolyfill.js"></script>
 		<script src="../build/three.js"></script>
 		<script src="js/vr/WebVR.js"></script>
 
 		<script src="js/loaders/OBJLoader.js"></script>
-		<script src="js/MarchingCubes.js"></script>
+		<script src="js/objects/MarchingCubes.js"></script>
 
 		<script>
 

+ 1 - 1
examples/webvr_vive_sculpt.html

@@ -19,7 +19,7 @@
 		<script src="js/vr/WebVR.js"></script>
 
 		<script src="js/loaders/OBJLoader.js"></script>
-		<script src="js/MarchingCubes.js"></script>
+		<script src="js/objects/MarchingCubes.js"></script>
 
 		<script>
 

+ 1 - 0
utils/modularize.js

@@ -118,6 +118,7 @@ var files = [
 
 	{ path: 'objects/Fire.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Lensflare.js', dependencies: [], ignoreList: [] },
+	{ path: 'objects/MarchingCubes.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Reflector.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Refractor.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/ReflectorRTT.js', dependencies: [ { name: 'Reflector', path: 'objects/Reflector.js' } ], ignoreList: [] },