MarchingCubes.js 35 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com
  4. * Port of http://webglsamples.org/blob/blob.html
  5. */
  6. ( function ( THREE ) {
  7. THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors ) {
  8. THREE.ImmediateRenderObject.call( this, material );
  9. var scope = this;
  10. var yd, zd;
  11. var field, normal_cache;
  12. // temp buffers used in polygonize
  13. var vlist = new Float32Array( 12 * 3 );
  14. var nlist = new Float32Array( 12 * 3 );
  15. this.enableUvs = enableUvs !== undefined ? enableUvs : false;
  16. this.enableColors = enableColors !== undefined ? enableColors : false;
  17. // functions have to be object properties
  18. // prototype functions kill performance
  19. // (tested and it was 4x slower !!!)
  20. this.init = function ( resolution ) {
  21. this.resolution = resolution;
  22. // parameters
  23. this.isolation = 80.0;
  24. // size of field, 32 is pushing it in Javascript :)
  25. this.size = resolution;
  26. this.size2 = this.size * this.size;
  27. this.size3 = this.size2 * this.size;
  28. this.halfsize = this.size / 2.0;
  29. // deltas
  30. this.delta = 2.0 / this.size;
  31. yd = this.size;
  32. zd = this.size2;
  33. field = new Float32Array( this.size3 );
  34. normal_cache = new Float32Array( this.size3 * 3 );
  35. // immediate render mode simulator
  36. this.maxCount = 4096; // TODO: find the fastest size for this buffer
  37. this.count = 0;
  38. this.hasPositions = false;
  39. this.hasNormals = false;
  40. this.hasColors = false;
  41. this.hasUvs = false;
  42. this.positionArray = new Float32Array( this.maxCount * 3 );
  43. this.normalArray = new Float32Array( this.maxCount * 3 );
  44. if ( this.enableUvs ) {
  45. this.uvArray = new Float32Array( this.maxCount * 2 );
  46. }
  47. if ( this.enableColors ) {
  48. this.colorArray = new Float32Array( this.maxCount * 3 );
  49. }
  50. };
  51. ///////////////////////
  52. // Polygonization
  53. ///////////////////////
  54. function lerp( a, b, t ) {
  55. return a + ( b - a ) * t;
  56. }
  57. function VIntX( q, offset, isol, x, y, z, valp1, valp2 ) {
  58. var mu = ( isol - valp1 ) / ( valp2 - valp1 );
  59. vlist[ offset + 0 ] = x + mu * scope.delta;
  60. vlist[ offset + 1 ] = y;
  61. vlist[ offset + 2 ] = z;
  62. nlist[ offset + 0 ] = lerp( normal_cache[ q + 0 ], normal_cache[ q + 3 ], mu );
  63. nlist[ offset + 1 ] = lerp( normal_cache[ q + 1 ], normal_cache[ q + 4 ], mu );
  64. nlist[ offset + 2 ] = lerp( normal_cache[ q + 2 ], normal_cache[ q + 5 ], mu );
  65. }
  66. function VIntY( q, offset, isol, x, y, z, valp1, valp2 ) {
  67. var mu = ( isol - valp1 ) / ( valp2 - valp1 );
  68. vlist[ offset + 0 ] = x;
  69. vlist[ offset + 1 ] = y + mu * scope.delta;
  70. vlist[ offset + 2 ] = z;
  71. var q2 = q + yd * 3;
  72. nlist[ offset + 0 ] = lerp( normal_cache[ q + 0 ], normal_cache[ q2 + 0 ], mu );
  73. nlist[ offset + 1 ] = lerp( normal_cache[ q + 1 ], normal_cache[ q2 + 1 ], mu );
  74. nlist[ offset + 2 ] = lerp( normal_cache[ q + 2 ], normal_cache[ q2 + 2 ], mu );
  75. }
  76. function VIntZ( q, offset, isol, x, y, z, valp1, valp2 ) {
  77. var mu = ( isol - valp1 ) / ( valp2 - valp1 );
  78. vlist[ offset + 0 ] = x;
  79. vlist[ offset + 1 ] = y;
  80. vlist[ offset + 2 ] = z + mu * scope.delta;
  81. var q2 = q + zd * 3;
  82. nlist[ offset + 0 ] = lerp( normal_cache[ q + 0 ], normal_cache[ q2 + 0 ], mu );
  83. nlist[ offset + 1 ] = lerp( normal_cache[ q + 1 ], normal_cache[ q2 + 1 ], mu );
  84. nlist[ offset + 2 ] = lerp( normal_cache[ q + 2 ], normal_cache[ q2 + 2 ], mu );
  85. }
  86. function compNorm( q ) {
  87. var q3 = q * 3;
  88. if ( normal_cache[ q3 ] === 0.0 ) {
  89. normal_cache[ q3 + 0 ] = field[ q - 1 ] - field[ q + 1 ];
  90. normal_cache[ q3 + 1 ] = field[ q - yd ] - field[ q + yd ];
  91. normal_cache[ q3 + 2 ] = field[ q - zd ] - field[ q + zd ];
  92. }
  93. }
  94. // Returns total number of triangles. Fills triangles.
  95. // (this is where most of time is spent - it's inner work of O(n3) loop )
  96. function polygonize( fx, fy, fz, q, isol, renderCallback ) {
  97. // cache indices
  98. var q1 = q + 1,
  99. qy = q + yd,
  100. qz = q + zd,
  101. q1y = q1 + yd,
  102. q1z = q1 + zd,
  103. qyz = q + yd + zd,
  104. q1yz = q1 + yd + zd;
  105. var cubeindex = 0,
  106. field0 = field[ q ],
  107. field1 = field[ q1 ],
  108. field2 = field[ qy ],
  109. field3 = field[ q1y ],
  110. field4 = field[ qz ],
  111. field5 = field[ q1z ],
  112. field6 = field[ qyz ],
  113. field7 = field[ q1yz ];
  114. if ( field0 < isol ) cubeindex |= 1;
  115. if ( field1 < isol ) cubeindex |= 2;
  116. if ( field2 < isol ) cubeindex |= 8;
  117. if ( field3 < isol ) cubeindex |= 4;
  118. if ( field4 < isol ) cubeindex |= 16;
  119. if ( field5 < isol ) cubeindex |= 32;
  120. if ( field6 < isol ) cubeindex |= 128;
  121. if ( field7 < isol ) cubeindex |= 64;
  122. // if cube is entirely in/out of the surface - bail, nothing to draw
  123. var bits = EdgeTable[ cubeindex ];
  124. if ( bits === 0 ) return 0;
  125. var d = scope.delta,
  126. fx2 = fx + d,
  127. fy2 = fy + d,
  128. fz2 = fz + d;
  129. // top of the cube
  130. if ( bits & 1 ) {
  131. compNorm( q );
  132. compNorm( q1 );
  133. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1 );
  134. }
  135. if ( bits & 2 ) {
  136. compNorm( q1 );
  137. compNorm( q1y );
  138. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3 );
  139. }
  140. if ( bits & 4 ) {
  141. compNorm( qy );
  142. compNorm( q1y );
  143. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3 );
  144. }
  145. if ( bits & 8 ) {
  146. compNorm( q );
  147. compNorm( qy );
  148. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2 );
  149. }
  150. // bottom of the cube
  151. if ( bits & 16 ) {
  152. compNorm( qz );
  153. compNorm( q1z );
  154. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5 );
  155. }
  156. if ( bits & 32 ) {
  157. compNorm( q1z );
  158. compNorm( q1yz );
  159. VIntY( q1z * 3, 15, isol, fx2, fy, fz2, field5, field7 );
  160. }
  161. if ( bits & 64 ) {
  162. compNorm( qyz );
  163. compNorm( q1yz );
  164. VIntX( qyz * 3, 18, isol, fx, fy2, fz2, field6, field7 );
  165. }
  166. if ( bits & 128 ) {
  167. compNorm( qz );
  168. compNorm( qyz );
  169. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6 );
  170. }
  171. // vertical lines of the cube
  172. if ( bits & 256 ) {
  173. compNorm( q );
  174. compNorm( qz );
  175. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4 );
  176. }
  177. if ( bits & 512 ) {
  178. compNorm( q1 );
  179. compNorm( q1z );
  180. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5 );
  181. }
  182. if ( bits & 1024 ) {
  183. compNorm( q1y );
  184. compNorm( q1yz );
  185. VIntZ( q1y * 3, 30, isol, fx2, fy2, fz, field3, field7 );
  186. }
  187. if ( bits & 2048 ) {
  188. compNorm( qy );
  189. compNorm( qyz );
  190. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6 );
  191. }
  192. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  193. var o1, o2, o3, numtris = 0, i = 0;
  194. // here is where triangles are created
  195. while ( TriTable[ cubeindex + i ] != - 1 ) {
  196. o1 = cubeindex + i;
  197. o2 = o1 + 1;
  198. o3 = o1 + 2;
  199. posnormtriv( vlist, nlist,
  200. 3 * TriTable[ o1 ],
  201. 3 * TriTable[ o2 ],
  202. 3 * TriTable[ o3 ],
  203. renderCallback );
  204. i += 3;
  205. numtris ++;
  206. }
  207. return numtris;
  208. }
  209. /////////////////////////////////////
  210. // Immediate render mode simulator
  211. /////////////////////////////////////
  212. function posnormtriv( pos, norm, o1, o2, o3, renderCallback ) {
  213. var c = scope.count * 3;
  214. // positions
  215. scope.positionArray[ c + 0 ] = pos[ o1 ];
  216. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  217. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  218. scope.positionArray[ c + 3 ] = pos[ o2 ];
  219. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  220. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  221. scope.positionArray[ c + 6 ] = pos[ o3 ];
  222. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  223. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  224. // normals
  225. if ( scope.material.flatShading === true ) {
  226. var nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  227. var ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  228. var nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  229. scope.normalArray[ c + 0 ] = nx;
  230. scope.normalArray[ c + 1 ] = ny;
  231. scope.normalArray[ c + 2 ] = nz;
  232. scope.normalArray[ c + 3 ] = nx;
  233. scope.normalArray[ c + 4 ] = ny;
  234. scope.normalArray[ c + 5 ] = nz;
  235. scope.normalArray[ c + 6 ] = nx;
  236. scope.normalArray[ c + 7 ] = ny;
  237. scope.normalArray[ c + 8 ] = nz;
  238. } else {
  239. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  240. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  241. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  242. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  243. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  244. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  245. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  246. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  247. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  248. }
  249. // uvs
  250. if ( scope.enableUvs ) {
  251. var d = scope.count * 2;
  252. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  253. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  254. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  255. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  256. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  257. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  258. }
  259. // colors
  260. if ( scope.enableColors ) {
  261. scope.colorArray[ c + 0 ] = pos[ o1 + 0 ];
  262. scope.colorArray[ c + 1 ] = pos[ o1 + 1 ];
  263. scope.colorArray[ c + 2 ] = pos[ o1 + 2 ];
  264. scope.colorArray[ c + 3 ] = pos[ o2 + 0 ];
  265. scope.colorArray[ c + 4 ] = pos[ o2 + 1 ];
  266. scope.colorArray[ c + 5 ] = pos[ o2 + 2 ];
  267. scope.colorArray[ c + 6 ] = pos[ o3 + 0 ];
  268. scope.colorArray[ c + 7 ] = pos[ o3 + 1 ];
  269. scope.colorArray[ c + 8 ] = pos[ o3 + 2 ];
  270. }
  271. scope.count += 3;
  272. if ( scope.count >= scope.maxCount - 3 ) {
  273. scope.hasPositions = true;
  274. scope.hasNormals = true;
  275. if ( scope.enableUvs ) {
  276. scope.hasUvs = true;
  277. }
  278. if ( scope.enableColors ) {
  279. scope.hasColors = true;
  280. }
  281. renderCallback( scope );
  282. }
  283. }
  284. function begin() {
  285. scope.count = 0;
  286. scope.hasPositions = false;
  287. scope.hasNormals = false;
  288. scope.hasUvs = false;
  289. scope.hasColors = false;
  290. }
  291. function end( renderCallback ) {
  292. if ( scope.count === 0 ) return;
  293. for ( var i = scope.count * 3; i < scope.positionArray.length; i ++ ) {
  294. scope.positionArray[ i ] = 0.0;
  295. }
  296. scope.hasPositions = true;
  297. scope.hasNormals = true;
  298. if ( scope.enableUvs && scope.material.map ) {
  299. scope.hasUvs = true;
  300. }
  301. if ( scope.enableColors && scope.material.vertexColors !== THREE.NoColors ) {
  302. scope.hasColors = true;
  303. }
  304. renderCallback( scope );
  305. }
  306. /////////////////////////////////////
  307. // Metaballs
  308. /////////////////////////////////////
  309. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  310. // a fixed distance, determined by strength and subtract.
  311. this.addBall = function ( ballx, bally, ballz, strength, subtract ) {
  312. var sign = Math.sign( strength );
  313. strength = Math.abs( strength );
  314. // Let's solve the equation to find the radius:
  315. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  316. // strength / (radius^2) = subtract
  317. // strength = subtract * radius^2
  318. // radius^2 = strength / subtract
  319. // radius = sqrt(strength / subtract)
  320. var radius = this.size * Math.sqrt( strength / subtract ),
  321. zs = ballz * this.size,
  322. ys = bally * this.size,
  323. xs = ballx * this.size;
  324. var min_z = Math.floor( zs - radius ); if ( min_z < 1 ) min_z = 1;
  325. var max_z = Math.floor( zs + radius ); if ( max_z > this.size - 1 ) max_z = this.size - 1;
  326. var min_y = Math.floor( ys - radius ); if ( min_y < 1 ) min_y = 1;
  327. var max_y = Math.floor( ys + radius ); if ( max_y > this.size - 1 ) max_y = this.size - 1;
  328. var min_x = Math.floor( xs - radius ); if ( min_x < 1 ) min_x = 1;
  329. var max_x = Math.floor( xs + radius ); if ( max_x > this.size - 1 ) max_x = this.size - 1;
  330. // Don't polygonize in the outer layer because normals aren't
  331. // well-defined there.
  332. var x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  333. for ( z = min_z; z < max_z; z ++ ) {
  334. z_offset = this.size2 * z;
  335. fz = z / this.size - ballz;
  336. fz2 = fz * fz;
  337. for ( y = min_y; y < max_y; y ++ ) {
  338. y_offset = z_offset + this.size * y;
  339. fy = y / this.size - bally;
  340. fy2 = fy * fy;
  341. for ( x = min_x; x < max_x; x ++ ) {
  342. fx = x / this.size - ballx;
  343. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  344. if ( val > 0.0 ) field[ y_offset + x ] += val * sign;
  345. }
  346. }
  347. }
  348. };
  349. this.addPlaneX = function ( strength, subtract ) {
  350. var x, y, z, xx, val, xdiv, cxy,
  351. // cache attribute lookups
  352. size = this.size,
  353. dist = size * Math.sqrt( strength / subtract );
  354. if ( dist > size ) dist = size;
  355. for ( x = 0; x < dist; x ++ ) {
  356. xdiv = x / size;
  357. xx = xdiv * xdiv;
  358. val = strength / ( 0.0001 + xx ) - subtract;
  359. if ( val > 0.0 ) {
  360. for ( y = 0; y < size; y ++ ) {
  361. cxy = x + y * yd;
  362. for ( z = 0; z < size; z ++ ) {
  363. field[ zd * z + cxy ] += val;
  364. }
  365. }
  366. }
  367. }
  368. };
  369. this.addPlaneY = function ( strength, subtract ) {
  370. var x, y, z, yy, val, ydiv, cy, cxy,
  371. // cache attribute lookups
  372. size = this.size,
  373. dist = size * Math.sqrt( strength / subtract );
  374. if ( dist > size ) dist = size;
  375. for ( y = 0; y < dist; y ++ ) {
  376. ydiv = y / size;
  377. yy = ydiv * ydiv;
  378. val = strength / ( 0.0001 + yy ) - subtract;
  379. if ( val > 0.0 ) {
  380. cy = y * yd;
  381. for ( x = 0; x < size; x ++ ) {
  382. cxy = cy + x;
  383. for ( z = 0; z < size; z ++ )
  384. field[ zd * z + cxy ] += val;
  385. }
  386. }
  387. }
  388. };
  389. this.addPlaneZ = function ( strength, subtract ) {
  390. var x, y, z, zz, val, zdiv, cz, cyz,
  391. // cache attribute lookups
  392. size = this.size,
  393. dist = size * Math.sqrt( strength / subtract );
  394. if ( dist > size ) dist = size;
  395. for ( z = 0; z < dist; z ++ ) {
  396. zdiv = z / size;
  397. zz = zdiv * zdiv;
  398. val = strength / ( 0.0001 + zz ) - subtract;
  399. if ( val > 0.0 ) {
  400. cz = zd * z;
  401. for ( y = 0; y < size; y ++ ) {
  402. cyz = cz + y * yd;
  403. for ( x = 0; x < size; x ++ )
  404. field[ cyz + x ] += val;
  405. }
  406. }
  407. }
  408. };
  409. /////////////////////////////////////
  410. // Updates
  411. /////////////////////////////////////
  412. this.reset = function () {
  413. // wipe the normal cache
  414. for ( var i = 0; i < this.size3; i ++ ) {
  415. normal_cache[ i * 3 ] = 0.0;
  416. field[ i ] = 0.0;
  417. }
  418. };
  419. this.render = function ( renderCallback ) {
  420. begin();
  421. // Triangulate. Yeah, this is slow.
  422. var smin2 = this.size - 2;
  423. for ( var z = 1; z < smin2; z ++ ) {
  424. var z_offset = this.size2 * z;
  425. var fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  426. for ( var y = 1; y < smin2; y ++ ) {
  427. var y_offset = z_offset + this.size * y;
  428. var fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  429. for ( var x = 1; x < smin2; x ++ ) {
  430. var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  431. var q = y_offset + x;
  432. polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  433. }
  434. }
  435. }
  436. end( renderCallback );
  437. };
  438. this.generateGeometry = function () {
  439. console.warn( 'THREE.MarchingCubes: generateGeometry() now returns THREE.BufferGeometry' );
  440. return this.generateBufferGeometry();
  441. };
  442. function concatenate( a, b, length ) {
  443. var result = new Float32Array( a.length + length );
  444. result.set( a, 0 );
  445. result.set( b.slice( 0, length ), a.length );
  446. return result;
  447. }
  448. this.generateBufferGeometry = function () {
  449. var geo = new THREE.BufferGeometry();
  450. var posArray = new Float32Array();
  451. var normArray = new Float32Array();
  452. var colorArray = new Float32Array();
  453. var uvArray = new Float32Array();
  454. var scope = this;
  455. var geo_callback = function ( object ) {
  456. if ( scope.hasPositions ) posArray = concatenate( posArray, object.positionArray, object.count * 3 );
  457. if ( scope.hasNormals ) normArray = concatenate( normArray, object.normalArray, object.count * 3 );
  458. if ( scope.hasColors ) colorArray = concatenate( colorArray, object.colorArray, object.count * 3 );
  459. if ( scope.hasUvs ) uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
  460. object.count = 0;
  461. };
  462. this.render( geo_callback );
  463. if ( this.hasPositions ) geo.addAttribute( 'position', new THREE.BufferAttribute( posArray, 3 ) );
  464. if ( this.hasNormals ) geo.addAttribute( 'normal', new THREE.BufferAttribute( normArray, 3 ) );
  465. if ( this.hasColors ) geo.addAttribute( 'color', new THREE.BufferAttribute( colorArray, 3 ) );
  466. if ( this.hasUvs ) geo.addAttribute( 'uv', new THREE.BufferAttribute( uvArray, 2 ) );
  467. return geo;
  468. };
  469. this.init( resolution );
  470. };
  471. THREE.MarchingCubes.prototype = Object.create( THREE.ImmediateRenderObject.prototype );
  472. THREE.MarchingCubes.prototype.constructor = THREE.MarchingCubes;
  473. /////////////////////////////////////
  474. // Marching cubes lookup tables
  475. /////////////////////////////////////
  476. // These tables are straight from Paul Bourke's page:
  477. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  478. // who in turn got them from Cory Gene Bloyd.
  479. var EdgeTable = new Int32Array( [
  480. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  481. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  482. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  483. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  484. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  485. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  486. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  487. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  488. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  489. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  490. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  491. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  492. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  493. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  494. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  495. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  496. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  497. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  498. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  499. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  500. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  501. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  502. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  503. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  504. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  505. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  506. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  507. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  508. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  509. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  510. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  511. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  512. var TriTable = new Int32Array( [
  513. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  514. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  515. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  516. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  517. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  518. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  519. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  520. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  521. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  522. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  523. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  524. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  525. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  526. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  527. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  528. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  529. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  530. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  531. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  532. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  533. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  534. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  535. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  536. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  537. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  538. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  539. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  540. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  541. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  542. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  543. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  544. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  545. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  546. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  547. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  548. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  549. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  550. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  551. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  552. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  553. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  554. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  555. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  556. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  557. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  558. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  559. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  560. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  561. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  562. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  563. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  564. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  565. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  566. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  567. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  568. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  569. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  570. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  571. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  572. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  573. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  574. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  575. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  576. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  577. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  578. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  579. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  580. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  581. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  582. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  583. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  584. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  585. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  586. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  587. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  588. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  589. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  590. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  591. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  592. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  593. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  594. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  595. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  596. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  597. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  598. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  599. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  600. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  601. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  602. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  603. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  604. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  605. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  606. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  607. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  608. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  609. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  610. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  611. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  612. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  613. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  614. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  615. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  616. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  617. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  618. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  619. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  620. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  621. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  622. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  623. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  624. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  625. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  626. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  627. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  628. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  629. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  630. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  631. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  632. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  633. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  634. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  635. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  636. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  637. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  638. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  639. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  640. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  641. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  642. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  643. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  644. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  645. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  646. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  647. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  648. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  649. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  650. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  651. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  652. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  653. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  654. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  655. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  656. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  657. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  658. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  659. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  660. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  661. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  662. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  663. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  664. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  665. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  666. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  667. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  668. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  669. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  670. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  671. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  672. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  673. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  674. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  675. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  676. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  677. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  678. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  679. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  680. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  681. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  682. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  683. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  684. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  685. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  686. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  687. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  688. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  689. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  690. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  691. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  692. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  693. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  694. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  695. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  696. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  697. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  698. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  699. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  700. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  701. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  702. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  703. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  704. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  705. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  706. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  707. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  708. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  709. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  711. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  712. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  713. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  714. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  715. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  716. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  717. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  718. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  719. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  720. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  721. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  722. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  723. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  724. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  725. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  726. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  727. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  728. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  729. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  730. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  731. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  732. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  733. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  734. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  735. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  736. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  737. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  738. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  739. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  740. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  741. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  742. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  743. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  744. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  745. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  746. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  747. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  748. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  749. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  750. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  751. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  752. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  753. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  754. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  755. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  757. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  758. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  759. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  760. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  761. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  762. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  763. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  764. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  765. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  766. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  767. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  768. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
  769. } )( THREE )