MarchingCubes.js 31 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968
  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. *
  4. * Port of greggman's ThreeD version of marching cubes to Three.js
  5. * http://webglsamples.googlecode.com/hg/blob/blob.html
  6. */
  7. THREE.MarchingCubes = function ( resolution, material ) {
  8. THREE.ImmediateRenderObject.call( this );
  9. this.material = material;
  10. // functions have to be object properties
  11. // prototype functions kill performance
  12. // (tested and it was 4x slower !!!)
  13. this.init = function( resolution ) {
  14. this.resolution = resolution;
  15. // parameters
  16. this.isolation = 80.0;
  17. // size of field, 32 is pushing it in Javascript :)
  18. this.size = resolution;
  19. this.size2 = this.size * this.size;
  20. this.size3 = this.size2 * this.size;
  21. this.halfsize = this.size / 2.0;
  22. // deltas
  23. this.delta = 2.0 / this.size;
  24. this.yd = this.size;
  25. this.zd = this.size2;
  26. this.field = new Float32Array( this.size3 );
  27. this.normal_cache = new Float32Array( this.size3 * 3 );
  28. // temp buffers used in polygonize
  29. this.vlist = new Float32Array( 12 * 3 );
  30. this.nlist = new Float32Array( 12 * 3 );
  31. this.firstDraw = true;
  32. // immediate render mode simulator
  33. this.maxCount = 4096; // TODO: find the fastest size for this buffer
  34. this.count = 0;
  35. this.hasPos = false;
  36. this.hasNormal = false;
  37. this.positionArray = new Float32Array( this.maxCount * 3 );
  38. this.normalArray = new Float32Array( this.maxCount * 3 );
  39. };
  40. ///////////////////////
  41. // Polygonization
  42. ///////////////////////
  43. this.lerp = function( a, b, t ) { return a + ( b - a ) * t; };
  44. this.VIntX = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) {
  45. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  46. nc = this.normal_cache;
  47. pout[ offset ] = x + mu * this.delta;
  48. pout[ offset + 1 ] = y;
  49. pout[ offset + 2 ] = z;
  50. nout[ offset ] = this.lerp( nc[ q ], nc[ q + 3 ], mu );
  51. nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  52. nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  53. };
  54. this.VIntY = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) {
  55. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  56. nc = this.normal_cache;
  57. pout[ offset ] = x;
  58. pout[ offset + 1 ] = y + mu * this.delta;
  59. pout[ offset + 2 ] = z;
  60. var q2 = q + this.yd * 3;
  61. nout[ offset ] = this.lerp( nc[ q ], nc[ q2 ], mu );
  62. nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  63. nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  64. };
  65. this.VIntZ = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) {
  66. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  67. nc = this.normal_cache;
  68. pout[ offset ] = x;
  69. pout[ offset + 1 ] = y;
  70. pout[ offset + 2 ] = z + mu * this.delta;
  71. var q2 = q + this.zd * 3;
  72. nout[ offset ] = this.lerp( nc[ q ], nc[ q2 ], mu );
  73. nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  74. nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  75. };
  76. this.compNorm = function( q ) {
  77. var q3 = q * 3;
  78. if ( this.normal_cache [ q3 ] === 0.0 ) {
  79. this.normal_cache[ q3 ] = this.field[ q - 1 ] - this.field[ q + 1 ];
  80. this.normal_cache[ q3 + 1 ] = this.field[ q - this.yd ] - this.field[ q + this.yd ];
  81. this.normal_cache[ q3 + 2 ] = this.field[ q - this.zd ] - this.field[ q + this.zd ];
  82. }
  83. };
  84. // Returns total number of triangles. Fills triangles.
  85. // (this is where most of time is spent - it's inner work of O(n3) loop )
  86. this.polygonize = function( fx, fy, fz, q, isol, renderCallback ) {
  87. // cache indices
  88. var q1 = q + 1,
  89. qy = q + this.yd,
  90. qz = q + this.zd,
  91. q1y = q1 + this.yd,
  92. q1z = q1 + this.zd,
  93. qyz = q + this.yd + this.zd,
  94. q1yz = q1 + this.yd + this.zd;
  95. var cubeindex = 0,
  96. field0 = this.field[ q ],
  97. field1 = this.field[ q1 ],
  98. field2 = this.field[ qy ],
  99. field3 = this.field[ q1y ],
  100. field4 = this.field[ qz ],
  101. field5 = this.field[ q1z ],
  102. field6 = this.field[ qyz ],
  103. field7 = this.field[ q1yz ];
  104. if ( field0 < isol ) cubeindex |= 1;
  105. if ( field1 < isol ) cubeindex |= 2;
  106. if ( field2 < isol ) cubeindex |= 8;
  107. if ( field3 < isol ) cubeindex |= 4;
  108. if ( field4 < isol ) cubeindex |= 16;
  109. if ( field5 < isol ) cubeindex |= 32;
  110. if ( field6 < isol ) cubeindex |= 128;
  111. if ( field7 < isol ) cubeindex |= 64;
  112. // if cube is entirely in/out of the surface - bail, nothing to draw
  113. var bits = THREE.edgeTable[ cubeindex ];
  114. if ( bits === 0 ) return 0;
  115. var d = this.delta,
  116. fx2 = fx + d,
  117. fy2 = fy + d,
  118. fz2 = fz + d;
  119. // top of the cube
  120. if ( bits & 1 ) {
  121. this.compNorm( q );
  122. this.compNorm( q1 );
  123. this.VIntX( q * 3, this.vlist, this.nlist, 0, isol, fx, fy, fz, field0, field1 );
  124. };
  125. if ( bits & 2 ) {
  126. this.compNorm( q1 );
  127. this.compNorm( q1y );
  128. this.VIntY( q1 * 3, this.vlist, this.nlist, 3, isol, fx2, fy, fz, field1, field3 );
  129. };
  130. if ( bits & 4 ) {
  131. this.compNorm( qy );
  132. this.compNorm( q1y );
  133. this.VIntX( qy * 3, this.vlist, this.nlist, 6, isol, fx, fy2, fz, field2, field3 );
  134. };
  135. if ( bits & 8 ) {
  136. this.compNorm( q );
  137. this.compNorm( qy );
  138. this.VIntY( q * 3, this.vlist, this.nlist, 9, isol, fx, fy, fz, field0, field2 );
  139. };
  140. // bottom of the cube
  141. if ( bits & 16 ) {
  142. this.compNorm( qz );
  143. this.compNorm( q1z );
  144. this.VIntX( qz * 3, this.vlist, this.nlist, 12, isol, fx, fy, fz2, field4, field5 );
  145. };
  146. if ( bits & 32 ) {
  147. this.compNorm( q1z );
  148. this.compNorm( q1yz );
  149. this.VIntY( q1z * 3, this.vlist, this.nlist, 15, isol, fx2, fy, fz2, field5, field7 );
  150. };
  151. if ( bits & 64 ) {
  152. this.compNorm( qyz );
  153. this.compNorm( q1yz );
  154. this.VIntX( qyz * 3, this.vlist, this.nlist, 18, isol, fx, fy2, fz2, field6, field7 );
  155. };
  156. if ( bits & 128 ) {
  157. this.compNorm( qz );
  158. this.compNorm( qyz );
  159. this.VIntY( qz * 3, this.vlist, this.nlist, 21, isol, fx, fy, fz2, field4, field6 );
  160. };
  161. // vertical lines of the cube
  162. if ( bits & 256 ) {
  163. this.compNorm( q );
  164. this.compNorm( qz );
  165. this.VIntZ( q * 3, this.vlist, this.nlist, 24, isol, fx, fy, fz, field0, field4 );
  166. };
  167. if ( bits & 512 ) {
  168. this.compNorm( q1 );
  169. this.compNorm( q1z );
  170. this.VIntZ( q1 * 3, this.vlist, this.nlist, 27, isol, fx2, fy, fz, field1, field5 );
  171. };
  172. if ( bits & 1024 ) {
  173. this.compNorm( q1y );
  174. this.compNorm( q1yz );
  175. this.VIntZ( q1y * 3, this.vlist, this.nlist, 30, isol, fx2, fy2, fz, field3, field7 );
  176. };
  177. if ( bits & 2048 ) {
  178. this.compNorm( qy );
  179. this.compNorm( qyz );
  180. this.VIntZ( qy * 3, this.vlist, this.nlist, 33, isol, fx, fy2, fz, field2, field6 );
  181. };
  182. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  183. var o1, o2, o3, numtris = 0, i = 0;
  184. // here is where triangles are created
  185. while ( THREE.triTable[ cubeindex + i ] != -1 ) {
  186. o1 = cubeindex + i;
  187. o2 = o1 + 1;
  188. o3 = o1 + 2;
  189. this.posnormtriv( this.vlist, this.nlist,
  190. 3 * THREE.triTable[ o1 ],
  191. 3 * THREE.triTable[ o2 ],
  192. 3 * THREE.triTable[ o3 ],
  193. renderCallback );
  194. i += 3;
  195. numtris ++;
  196. }
  197. return numtris;
  198. };
  199. /////////////////////////////////////
  200. // Immediate render mode simulator
  201. /////////////////////////////////////
  202. this.posnormtriv = function( pos, norm, o1, o2, o3, renderCallback ) {
  203. var c = this.count * 3;
  204. this.positionArray[ c ] = pos[ o1 ];
  205. this.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  206. this.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  207. this.positionArray[ c + 3 ] = pos[ o2 ];
  208. this.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  209. this.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  210. this.positionArray[ c + 6 ] = pos[ o3 ];
  211. this.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  212. this.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  213. this.normalArray[ c ] = norm[ o1 ];
  214. this.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  215. this.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  216. this.normalArray[ c + 3 ] = norm[ o2 ];
  217. this.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  218. this.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  219. this.normalArray[ c + 6 ] = norm[ o3 ];
  220. this.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  221. this.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  222. this.hasPos = true;
  223. this.hasNormal = true;
  224. this.count += 3;
  225. if ( this.count >= this.maxCount - 3 ) {
  226. renderCallback( this );
  227. }
  228. };
  229. this.begin = function( ) {
  230. this.count = 0;
  231. this.hasPos = false;
  232. this.hasNormal = false;
  233. };
  234. this.end = function( renderCallback ) {
  235. if ( this.count === 0 )
  236. return;
  237. for ( var i = this.count * 3; i < this.positionArray.length; i ++ )
  238. this.positionArray[ i ] = 0.0;
  239. renderCallback( this );
  240. };
  241. /////////////////////////////////////
  242. // Metaballs
  243. /////////////////////////////////////
  244. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  245. // a fixed distance, determined by strength and subtract.
  246. this.addBall = function( ballx, bally, ballz, strength, subtract ) {
  247. // Let's solve the equation to find the radius:
  248. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  249. // strength / (radius^2) = subtract
  250. // strength = subtract * radius^2
  251. // radius^2 = strength / subtract
  252. // radius = sqrt(strength / subtract)
  253. var radius = this.size * Math.sqrt( strength / subtract ),
  254. zs = ballz * this.size,
  255. ys = bally * this.size,
  256. xs = ballx * this.size;
  257. var min_z = Math.floor( zs - radius ); if ( min_z < 1 ) min_z = 1;
  258. var max_z = Math.floor( zs + radius ); if ( max_z > this.size - 1 ) max_z = this.size - 1;
  259. var min_y = Math.floor( ys - radius ); if ( min_y < 1 ) min_y = 1;
  260. var max_y = Math.floor( ys + radius ); if ( max_y > this.size - 1 ) max_y = this.size - 1;
  261. var min_x = Math.floor( xs - radius ); if ( min_x < 1 ) min_x = 1;
  262. var max_x = Math.floor( xs + radius ); if ( max_x > this.size - 1 ) max_x = this.size - 1;
  263. // Don't polygonize in the outer layer because normals aren't
  264. // well-defined there.
  265. var x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  266. for ( z = min_z; z < max_z; z++ ) {
  267. z_offset = this.size2 * z,
  268. fz = z / this.size - ballz,
  269. fz2 = fz * fz;
  270. for ( y = min_y; y < max_y; y++ ) {
  271. y_offset = z_offset + this.size * y;
  272. fy = y / this.size - bally;
  273. fy2 = fy * fy;
  274. for ( x = min_x; x < max_x; x++ ) {
  275. fx = x / this.size - ballx;
  276. val = strength / ( 0.000001 + fx*fx + fy2 + fz2 ) - subtract;
  277. if ( val > 0.0 ) this.field[ y_offset + x ] += val;
  278. }
  279. }
  280. }
  281. };
  282. this.addPlaneX = function( strength, subtract ) {
  283. var x, y, z, xx, val, xdiv, cxy,
  284. // cache attribute lookups
  285. size = this.size,
  286. yd = this.yd,
  287. zd = this.zd,
  288. field = this.field,
  289. dist = size * Math.sqrt( strength / subtract );
  290. if ( dist > size ) dist = size;
  291. for ( x = 0; x < dist; x++ ) {
  292. xdiv = x / size;
  293. xx = xdiv * xdiv;
  294. val = strength / ( 0.0001 + xx ) - subtract;
  295. if ( val > 0.0 ) {
  296. for ( y = 0; y < size; y++ ) {
  297. cxy = x + y * yd;
  298. for ( z = 0; z < size; z++ ) {
  299. field[ zd * z + cxy ] += val;
  300. }
  301. }
  302. }
  303. }
  304. };
  305. this.addPlaneY = function( strength, subtract ) {
  306. var x, y, z, yy, val, ydiv, cy, cxy,
  307. // cache attribute lookups
  308. size = this.size,
  309. yd = this.yd,
  310. zd = this.zd,
  311. field = this.field,
  312. dist = size * Math.sqrt( strength / subtract );
  313. if ( dist > size ) dist = size;
  314. for ( y = 0; y < dist; y++ ) {
  315. ydiv = y / size;
  316. yy = ydiv * ydiv;
  317. val = strength / ( 0.0001 + yy ) - subtract;
  318. if ( val > 0.0 ) {
  319. cy = y * yd;
  320. for ( x = 0; x < size; x++ ) {
  321. cxy = cy + x;
  322. for ( z = 0; z < size; z++ )
  323. field[ zd * z + cxy ] += val;
  324. }
  325. }
  326. }
  327. };
  328. this.addPlaneZ = function( strength, subtract ) {
  329. var x, y, z, zz, val, zdiv, cz, cyz,
  330. // cache attribute lookups
  331. size = this.size,
  332. yd = this.yd,
  333. zd = this.zd,
  334. field = this.field,
  335. dist = size * Math.sqrt( strength / subtract );
  336. if ( dist > size ) dist = size;
  337. for ( z = 0; z < dist; z++ ) {
  338. zdiv = z / size;
  339. zz = zdiv * zdiv;
  340. val = strength / ( 0.0001 + zz ) - subtract;
  341. if ( val > 0.0 ) {
  342. cz = zd * z;
  343. for ( y = 0; y < size; y++ ) {
  344. cyz = cz + y * yd;
  345. for ( x = 0; x < size; x++ )
  346. field[ cyz + x ] += val;
  347. }
  348. }
  349. }
  350. };
  351. /////////////////////////////////////
  352. // Updates
  353. /////////////////////////////////////
  354. this.reset = function() {
  355. var i;
  356. // wipe the normal cache
  357. for ( i = 0; i < this.size3; i ++ ) {
  358. this.normal_cache[ i * 3 ] = 0.0;
  359. this.field[ i ] = 0.0;
  360. }
  361. };
  362. this.render = function( renderCallback ) {
  363. this.begin();
  364. // Triangulate. Yeah, this is slow.
  365. var q, x, y, z, fx, fy, fz, y_offset, z_offset, smin2 = this.size - 2;
  366. for ( z = 1; z < smin2; z ++ ) {
  367. z_offset = this.size2 * z;
  368. fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  369. for ( y = 1; y < smin2; y ++ ) {
  370. y_offset = z_offset + this.size * y;
  371. fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  372. for ( x = 1; x < smin2; x ++ ) {
  373. fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  374. q = y_offset + x;
  375. this.polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  376. }
  377. }
  378. }
  379. this.end( renderCallback );
  380. };
  381. this.generateGeometry = function() {
  382. var start = 0, geo = new THREE.Geometry();
  383. var normals = [];
  384. var geo_callback = function( object ) {
  385. var i, x, y, z, vertex, normal,
  386. face, a, b, c, na, nb, nc, nfaces;
  387. for ( i = 0; i < object.count; i++ ) {
  388. a = i * 3;
  389. b = a + 1;
  390. c = a + 2;
  391. x = object.positionArray[ a ];
  392. y = object.positionArray[ b ];
  393. z = object.positionArray[ c ];
  394. vertex = new THREE.Vector3( x, y, z );
  395. x = object.normalArray[ a ];
  396. y = object.normalArray[ b ];
  397. z = object.normalArray[ c ];
  398. normal = new THREE.Vector3( x, y, z );
  399. normal.normalize();
  400. geo.vertices.push( vertex );
  401. normals.push( normal );
  402. }
  403. nfaces = object.count / 3;
  404. for ( i = 0; i < nfaces; i++ ) {
  405. a = ( start + i ) * 3;
  406. b = a + 1;
  407. c = a + 2;
  408. na = normals[ a ];
  409. nb = normals[ b ];
  410. nc = normals[ c ];
  411. face = new THREE.Face3( a, b, c, [ na, nb, nc ] );
  412. geo.faces.push( face );
  413. }
  414. start += nfaces;
  415. object.count = 0;
  416. };
  417. this.render( geo_callback );
  418. // console.log( "generated " + geo.faces.length + " triangles" );
  419. return geo;
  420. };
  421. this.init( resolution );
  422. };
  423. THREE.MarchingCubes.prototype = new THREE.ImmediateRenderObject();
  424. THREE.MarchingCubes.prototype.constructor = THREE.MarchingCubes;
  425. /////////////////////////////////////
  426. // Marching cubes lookup tables
  427. /////////////////////////////////////
  428. // These tables are straight from Paul Bourke's page:
  429. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  430. // who in turn got them from Cory Gene Bloyd.
  431. THREE.edgeTable = new Int32Array([
  432. 0x0 , 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  433. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  434. 0x190, 0x99 , 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  435. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  436. 0x230, 0x339, 0x33 , 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  437. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  438. 0x3a0, 0x2a9, 0x1a3, 0xaa , 0x7a6, 0x6af, 0x5a5, 0x4ac,
  439. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  440. 0x460, 0x569, 0x663, 0x76a, 0x66 , 0x16f, 0x265, 0x36c,
  441. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  442. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff , 0x3f5, 0x2fc,
  443. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  444. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55 , 0x15c,
  445. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  446. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc ,
  447. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  448. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  449. 0xcc , 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  450. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  451. 0x15c, 0x55 , 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  452. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  453. 0x2fc, 0x3f5, 0xff , 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  454. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  455. 0x36c, 0x265, 0x16f, 0x66 , 0x76a, 0x663, 0x569, 0x460,
  456. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  457. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa , 0x1a3, 0x2a9, 0x3a0,
  458. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  459. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33 , 0x339, 0x230,
  460. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  461. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99 , 0x190,
  462. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  463. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0])
  464. THREE.triTable = new Int32Array([
  465. -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  466. 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  467. 0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  468. 1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  469. 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  470. 0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  471. 9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  472. 2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1,
  473. 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  474. 0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  475. 1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  476. 1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1,
  477. 3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  478. 0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1,
  479. 3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1,
  480. 9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  481. 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  482. 4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  483. 0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  484. 4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1,
  485. 1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  486. 3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1,
  487. 9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1,
  488. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1,
  489. 8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  490. 11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1,
  491. 9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1,
  492. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1,
  493. 3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1,
  494. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1,
  495. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1,
  496. 4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1,
  497. 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  498. 9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  499. 0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  500. 8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1,
  501. 1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  502. 3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1,
  503. 5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1,
  504. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1,
  505. 9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  506. 0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1,
  507. 0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1,
  508. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1,
  509. 10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1,
  510. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1,
  511. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1,
  512. 5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1,
  513. 9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  514. 9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1,
  515. 0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1,
  516. 1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  517. 9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1,
  518. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1,
  519. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1,
  520. 2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1,
  521. 7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1,
  522. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1,
  523. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1,
  524. 11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1,
  525. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1,
  526. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1,
  527. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1,
  528. 11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  529. 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  530. 0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  531. 9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  532. 1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1,
  533. 1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  534. 1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1,
  535. 9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1,
  536. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1,
  537. 2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  538. 11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1,
  539. 0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1,
  540. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1,
  541. 6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1,
  542. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1,
  543. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1,
  544. 6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1,
  545. 5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  546. 4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1,
  547. 1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1,
  548. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1,
  549. 6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1,
  550. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1,
  551. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1,
  552. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1,
  553. 3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1,
  554. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1,
  555. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1,
  556. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1,
  557. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1,
  558. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1,
  559. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1,
  560. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1,
  561. 10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  562. 4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1,
  563. 10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1,
  564. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1,
  565. 1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1,
  566. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1,
  567. 0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  568. 8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1,
  569. 10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1,
  570. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1,
  571. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1,
  572. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1,
  573. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1,
  574. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1,
  575. 3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1,
  576. 6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  577. 7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1,
  578. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1,
  579. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1,
  580. 10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1,
  581. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1,
  582. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1,
  583. 7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1,
  584. 7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  585. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1,
  586. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1,
  587. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1,
  588. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1,
  589. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1,
  590. 0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  591. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1,
  592. 7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  593. 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  594. 3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  595. 0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  596. 8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1,
  597. 10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  598. 1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1,
  599. 2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1,
  600. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1,
  601. 7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  602. 7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1,
  603. 2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1,
  604. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1,
  605. 10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1,
  606. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1,
  607. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1,
  608. 7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1,
  609. 6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  610. 3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1,
  611. 8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1,
  612. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1,
  613. 6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1,
  614. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1,
  615. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1,
  616. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1,
  617. 8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1,
  618. 0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  619. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1,
  620. 1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1,
  621. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1,
  622. 10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1,
  623. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1,
  624. 10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  625. 4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  626. 0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1,
  627. 5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1,
  628. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1,
  629. 9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1,
  630. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1,
  631. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1,
  632. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1,
  633. 7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1,
  634. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1,
  635. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1,
  636. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1,
  637. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1,
  638. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1,
  639. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1,
  640. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1,
  641. 6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1,
  642. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1,
  643. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1,
  644. 6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1,
  645. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1,
  646. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1,
  647. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1,
  648. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1,
  649. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1,
  650. 9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1,
  651. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1,
  652. 1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  653. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1,
  654. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1,
  655. 0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  656. 10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  657. 11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  658. 11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1,
  659. 5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1,
  660. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1,
  661. 11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1,
  662. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1,
  663. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1,
  664. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1,
  665. 2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1,
  666. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1,
  667. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1,
  668. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1,
  669. 1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  670. 0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1,
  671. 9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1,
  672. 9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  673. 5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1,
  674. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1,
  675. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1,
  676. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1,
  677. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1,
  678. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1,
  679. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1,
  680. 9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  681. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1,
  682. 5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1,
  683. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1,
  684. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1,
  685. 8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1,
  686. 0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  687. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1,
  688. 9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  689. 4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1,
  690. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1,
  691. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1,
  692. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1,
  693. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1,
  694. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1,
  695. 11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1,
  696. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1,
  697. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1,
  698. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1,
  699. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1,
  700. 1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  701. 4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1,
  702. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1,
  703. 4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  704. 4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  705. 9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  706. 3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1,
  707. 0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1,
  708. 3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  709. 1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1,
  710. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1,
  711. 0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  712. 3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  713. 2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1,
  714. 9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  715. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1,
  716. 1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  717. 1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  718. 0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  719. 0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
  720. -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]);