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