MarchingCubes.js 38 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com
  4. * @author chaht01 / http://hyuntak.com
  5. * Port of http://webglsamples.org/blob/blob.html
  6. */
  7. THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors ) {
  8. THREE.ImmediateRenderObject.call( this, material );
  9. var scope = this;
  10. // temp buffers used in polygonize
  11. var vlist = new Float32Array( 12 * 3 );
  12. var nlist = new Float32Array( 12 * 3 );
  13. var clist = new Float32Array( 12 * 3 );
  14. this.enableUvs = enableUvs !== undefined ? enableUvs : false;
  15. this.enableColors = enableColors !== undefined ? enableColors : false;
  16. // functions have to be object properties
  17. // prototype functions kill performance
  18. // (tested and it was 4x slower !!!)
  19. this.init = function ( resolution ) {
  20. this.resolution = resolution;
  21. // parameters
  22. this.isolation = 80.0;
  23. // size of field, 32 is pushing it in Javascript :)
  24. this.size = resolution;
  25. this.size2 = this.size * this.size;
  26. this.size3 = this.size2 * this.size;
  27. this.halfsize = this.size / 2.0;
  28. // deltas
  29. this.delta = 2.0 / this.size;
  30. this.yd = this.size;
  31. this.zd = this.size2;
  32. this.field = new Float32Array( this.size3 );
  33. this.normal_cache = new Float32Array( this.size3 * 3 );
  34. this.palette = 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, c_offset1, c_offset2 ) {
  58. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  59. nc = scope.normal_cache;
  60. vlist[ offset + 0 ] = x + mu * scope.delta;
  61. vlist[ offset + 1 ] = y;
  62. vlist[ offset + 2 ] = z;
  63. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  64. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  65. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  66. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  67. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  68. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  69. }
  70. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  71. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  72. nc = scope.normal_cache;
  73. vlist[ offset + 0 ] = x;
  74. vlist[ offset + 1 ] = y + mu * scope.delta;
  75. vlist[ offset + 2 ] = z;
  76. var q2 = q + scope.yd * 3;
  77. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  78. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  79. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  80. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  81. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  82. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  83. }
  84. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  85. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  86. nc = scope.normal_cache;
  87. vlist[ offset + 0 ] = x;
  88. vlist[ offset + 1 ] = y;
  89. vlist[ offset + 2 ] = z + mu * scope.delta;
  90. var q2 = q + scope.zd * 3;
  91. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  92. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  93. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  94. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  95. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  96. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  97. }
  98. function compNorm( q ) {
  99. var q3 = q * 3;
  100. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  101. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  102. scope.normal_cache[ q3 + 1 ] =
  103. scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  104. scope.normal_cache[ q3 + 2 ] =
  105. scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  106. }
  107. }
  108. // Returns total number of triangles. Fills triangles.
  109. // (this is where most of time is spent - it's inner work of O(n3) loop )
  110. function polygonize( fx, fy, fz, q, isol, renderCallback ) {
  111. // cache indices
  112. var q1 = q + 1,
  113. qy = q + scope.yd,
  114. qz = q + scope.zd,
  115. q1y = q1 + scope.yd,
  116. q1z = q1 + scope.zd,
  117. qyz = q + scope.yd + scope.zd,
  118. q1yz = q1 + scope.yd + scope.zd;
  119. var cubeindex = 0,
  120. field0 = scope.field[ q ],
  121. field1 = scope.field[ q1 ],
  122. field2 = scope.field[ qy ],
  123. field3 = scope.field[ q1y ],
  124. field4 = scope.field[ qz ],
  125. field5 = scope.field[ q1z ],
  126. field6 = scope.field[ qyz ],
  127. field7 = scope.field[ q1yz ];
  128. if ( field0 < isol ) cubeindex |= 1;
  129. if ( field1 < isol ) cubeindex |= 2;
  130. if ( field2 < isol ) cubeindex |= 8;
  131. if ( field3 < isol ) cubeindex |= 4;
  132. if ( field4 < isol ) cubeindex |= 16;
  133. if ( field5 < isol ) cubeindex |= 32;
  134. if ( field6 < isol ) cubeindex |= 128;
  135. if ( field7 < isol ) cubeindex |= 64;
  136. // if cube is entirely in/out of the surface - bail, nothing to draw
  137. var bits = THREE.edgeTable[ cubeindex ];
  138. if ( bits === 0 ) return 0;
  139. var d = scope.delta,
  140. fx2 = fx + d,
  141. fy2 = fy + d,
  142. fz2 = fz + d;
  143. // top of the cube
  144. if ( bits & 1 ) {
  145. compNorm( q );
  146. compNorm( q1 );
  147. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  148. }
  149. if ( bits & 2 ) {
  150. compNorm( q1 );
  151. compNorm( q1y );
  152. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  153. }
  154. if ( bits & 4 ) {
  155. compNorm( qy );
  156. compNorm( q1y );
  157. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  158. }
  159. if ( bits & 8 ) {
  160. compNorm( q );
  161. compNorm( qy );
  162. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  163. }
  164. // bottom of the cube
  165. if ( bits & 16 ) {
  166. compNorm( qz );
  167. compNorm( q1z );
  168. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  169. }
  170. if ( bits & 32 ) {
  171. compNorm( q1z );
  172. compNorm( q1yz );
  173. VIntY(
  174. q1z * 3,
  175. 15,
  176. isol,
  177. fx2,
  178. fy,
  179. fz2,
  180. field5,
  181. field7,
  182. q1z,
  183. q1yz
  184. );
  185. }
  186. if ( bits & 64 ) {
  187. compNorm( qyz );
  188. compNorm( q1yz );
  189. VIntX(
  190. qyz * 3,
  191. 18,
  192. isol,
  193. fx,
  194. fy2,
  195. fz2,
  196. field6,
  197. field7,
  198. qyz,
  199. q1yz
  200. );
  201. }
  202. if ( bits & 128 ) {
  203. compNorm( qz );
  204. compNorm( qyz );
  205. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  206. }
  207. // vertical lines of the cube
  208. if ( bits & 256 ) {
  209. compNorm( q );
  210. compNorm( qz );
  211. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  212. }
  213. if ( bits & 512 ) {
  214. compNorm( q1 );
  215. compNorm( q1z );
  216. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  217. }
  218. if ( bits & 1024 ) {
  219. compNorm( q1y );
  220. compNorm( q1yz );
  221. VIntZ(
  222. q1y * 3,
  223. 30,
  224. isol,
  225. fx2,
  226. fy2,
  227. fz,
  228. field3,
  229. field7,
  230. q1y,
  231. q1yz
  232. );
  233. }
  234. if ( bits & 2048 ) {
  235. compNorm( qy );
  236. compNorm( qyz );
  237. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  238. }
  239. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  240. var o1,
  241. o2,
  242. o3,
  243. numtris = 0,
  244. i = 0;
  245. // here is where triangles are created
  246. while ( THREE.triTable[ cubeindex + i ] != - 1 ) {
  247. o1 = cubeindex + i;
  248. o2 = o1 + 1;
  249. o3 = o1 + 2;
  250. posnormtriv(
  251. vlist,
  252. nlist,
  253. clist,
  254. 3 * THREE.triTable[ o1 ],
  255. 3 * THREE.triTable[ o2 ],
  256. 3 * THREE.triTable[ o3 ],
  257. renderCallback
  258. );
  259. i += 3;
  260. numtris ++;
  261. }
  262. return numtris;
  263. }
  264. /////////////////////////////////////
  265. // Immediate render mode simulator
  266. /////////////////////////////////////
  267. function posnormtriv( pos, norm, colors, o1, o2, o3, renderCallback ) {
  268. var c = scope.count * 3;
  269. // positions
  270. scope.positionArray[ c + 0 ] = pos[ o1 ];
  271. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  272. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  273. scope.positionArray[ c + 3 ] = pos[ o2 ];
  274. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  275. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  276. scope.positionArray[ c + 6 ] = pos[ o3 ];
  277. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  278. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  279. // normals
  280. if ( scope.material.flatShading === true ) {
  281. var nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  282. var ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  283. var nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  284. scope.normalArray[ c + 0 ] = nx;
  285. scope.normalArray[ c + 1 ] = ny;
  286. scope.normalArray[ c + 2 ] = nz;
  287. scope.normalArray[ c + 3 ] = nx;
  288. scope.normalArray[ c + 4 ] = ny;
  289. scope.normalArray[ c + 5 ] = nz;
  290. scope.normalArray[ c + 6 ] = nx;
  291. scope.normalArray[ c + 7 ] = ny;
  292. scope.normalArray[ c + 8 ] = nz;
  293. } else {
  294. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  295. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  296. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  297. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  298. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  299. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  300. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  301. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  302. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  303. }
  304. // uvs
  305. if ( scope.enableUvs ) {
  306. var d = scope.count * 2;
  307. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  308. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  309. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  310. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  311. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  312. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  313. }
  314. // colors
  315. if ( scope.enableColors ) {
  316. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  317. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  318. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  319. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  320. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  321. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  322. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  323. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  324. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  325. }
  326. scope.count += 3;
  327. if ( scope.count >= scope.maxCount - 3 ) {
  328. scope.hasPositions = true;
  329. scope.hasNormals = true;
  330. if ( scope.enableUvs ) {
  331. scope.hasUvs = true;
  332. }
  333. if ( scope.enableColors ) {
  334. scope.hasColors = true;
  335. }
  336. renderCallback( scope );
  337. }
  338. }
  339. this.begin = function () {
  340. this.count = 0;
  341. this.hasPositions = false;
  342. this.hasNormals = false;
  343. this.hasUvs = false;
  344. this.hasColors = false;
  345. };
  346. this.end = function ( renderCallback ) {
  347. if ( this.count === 0 ) return;
  348. for ( var i = this.count * 3; i < this.positionArray.length; i ++ ) {
  349. this.positionArray[ i ] = 0.0;
  350. }
  351. this.hasPositions = true;
  352. this.hasNormals = true;
  353. if ( this.enableUvs && this.material.map ) {
  354. this.hasUvs = true;
  355. }
  356. if ( this.enableColors && this.material.vertexColors !== THREE.NoColors ) {
  357. this.hasColors = true;
  358. }
  359. renderCallback( this );
  360. };
  361. /////////////////////////////////////
  362. // Metaballs
  363. /////////////////////////////////////
  364. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  365. // a fixed distance, determined by strength and subtract.
  366. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  367. var sign = Math.sign( strength );
  368. strength = Math.abs( strength );
  369. var userDefineColor = ! ( colors === undefined || colors === null );
  370. var ballColor = new THREE.Color( ballx, bally, ballz );
  371. if ( userDefineColor ) {
  372. try {
  373. ballColor =
  374. colors instanceof THREE.Color
  375. ? colors
  376. : Array.isArray( colors )
  377. ? new THREE.Color(
  378. Math.min( Math.abs( colors[ 0 ] ), 1 ),
  379. Math.min( Math.abs( colors[ 1 ] ), 1 ),
  380. Math.min( Math.abs( colors[ 2 ] ), 1 )
  381. )
  382. : new THREE.Color( colors );
  383. } catch ( err ) {
  384. ballColor = new THREE.Color( ballx, bally, ballz );
  385. }
  386. }
  387. // Let's solve the equation to find the radius:
  388. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  389. // strength / (radius^2) = subtract
  390. // strength = subtract * radius^2
  391. // radius^2 = strength / subtract
  392. // radius = sqrt(strength / subtract)
  393. var radius = this.size * Math.sqrt( strength / subtract ),
  394. zs = ballz * this.size,
  395. ys = bally * this.size,
  396. xs = ballx * this.size;
  397. var min_z = Math.floor( zs - radius );
  398. if ( min_z < 1 ) min_z = 1;
  399. var max_z = Math.floor( zs + radius );
  400. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  401. var min_y = Math.floor( ys - radius );
  402. if ( min_y < 1 ) min_y = 1;
  403. var max_y = Math.floor( ys + radius );
  404. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  405. var min_x = Math.floor( xs - radius );
  406. if ( min_x < 1 ) min_x = 1;
  407. var max_x = Math.floor( xs + radius );
  408. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  409. // Don't polygonize in the outer layer because normals aren't
  410. // well-defined there.
  411. var x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  412. for ( z = min_z; z < max_z; z ++ ) {
  413. z_offset = this.size2 * z;
  414. fz = z / this.size - ballz;
  415. fz2 = fz * fz;
  416. for ( y = min_y; y < max_y; y ++ ) {
  417. y_offset = z_offset + this.size * y;
  418. fy = y / this.size - bally;
  419. fy2 = fy * fy;
  420. for ( x = min_x; x < max_x; x ++ ) {
  421. fx = x / this.size - ballx;
  422. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  423. if ( val > 0.0 ) {
  424. this.field[ y_offset + x ] += val * sign;
  425. // optimization
  426. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  427. const ratio =
  428. Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  429. const contrib =
  430. 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  431. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  432. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  433. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  434. }
  435. }
  436. }
  437. }
  438. };
  439. this.addPlaneX = function ( strength, subtract ) {
  440. var x,
  441. y,
  442. z,
  443. xx,
  444. val,
  445. xdiv,
  446. cxy,
  447. // cache attribute lookups
  448. size = this.size,
  449. yd = this.yd,
  450. zd = this.zd,
  451. field = this.field,
  452. dist = size * Math.sqrt( strength / subtract );
  453. if ( dist > size ) dist = size;
  454. for ( x = 0; x < dist; x ++ ) {
  455. xdiv = x / size;
  456. xx = xdiv * xdiv;
  457. val = strength / ( 0.0001 + xx ) - subtract;
  458. if ( val > 0.0 ) {
  459. for ( y = 0; y < size; y ++ ) {
  460. cxy = x + y * yd;
  461. for ( z = 0; z < size; z ++ ) {
  462. field[ zd * z + cxy ] += val;
  463. }
  464. }
  465. }
  466. }
  467. };
  468. this.addPlaneY = function ( strength, subtract ) {
  469. var x,
  470. y,
  471. z,
  472. yy,
  473. val,
  474. ydiv,
  475. cy,
  476. cxy,
  477. // cache attribute lookups
  478. size = this.size,
  479. yd = this.yd,
  480. zd = this.zd,
  481. field = this.field,
  482. dist = size * Math.sqrt( strength / subtract );
  483. if ( dist > size ) dist = size;
  484. for ( y = 0; y < dist; y ++ ) {
  485. ydiv = y / size;
  486. yy = ydiv * ydiv;
  487. val = strength / ( 0.0001 + yy ) - subtract;
  488. if ( val > 0.0 ) {
  489. cy = y * yd;
  490. for ( x = 0; x < size; x ++ ) {
  491. cxy = cy + x;
  492. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  493. }
  494. }
  495. }
  496. };
  497. this.addPlaneZ = function ( strength, subtract ) {
  498. var x,
  499. y,
  500. z,
  501. zz,
  502. val,
  503. zdiv,
  504. cz,
  505. cyz,
  506. // cache attribute lookups
  507. size = this.size,
  508. yd = this.yd,
  509. zd = this.zd,
  510. field = this.field,
  511. dist = size * Math.sqrt( strength / subtract );
  512. if ( dist > size ) dist = size;
  513. for ( z = 0; z < dist; z ++ ) {
  514. zdiv = z / size;
  515. zz = zdiv * zdiv;
  516. val = strength / ( 0.0001 + zz ) - subtract;
  517. if ( val > 0.0 ) {
  518. cz = zd * z;
  519. for ( y = 0; y < size; y ++ ) {
  520. cyz = cz + y * yd;
  521. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  522. }
  523. }
  524. }
  525. };
  526. /////////////////////////////////////
  527. // Updates
  528. /////////////////////////////////////
  529. this.setCell = function ( x, y, z, value ) {
  530. var index = this.size2 * z + this.size * y + x;
  531. this.field[ index ] = value;
  532. };
  533. this.getCell = function ( x, y, z ) {
  534. var index = this.size2 * z + this.size * y + x;
  535. return this.field[ index ];
  536. };
  537. this.blur = function ( intensity ) {
  538. if ( intensity === undefined ) {
  539. intensity = 1;
  540. }
  541. var field = this.field;
  542. var fieldCopy = field.slice();
  543. var size = this.size;
  544. var size2 = this.size2;
  545. for ( var x = 0; x < size; x ++ ) {
  546. for ( var y = 0; y < size; y ++ ) {
  547. for ( var z = 0; z < size; z ++ ) {
  548. var index = size2 * z + size * y + x;
  549. var val = fieldCopy[ index ];
  550. var count = 1;
  551. for ( var x2 = - 1; x2 <= 1; x2 += 2 ) {
  552. var x3 = x2 + x;
  553. if ( x3 < 0 || x3 >= size ) continue;
  554. for ( var y2 = - 1; y2 <= 1; y2 += 2 ) {
  555. var y3 = y2 + y;
  556. if ( y3 < 0 || y3 >= size ) continue;
  557. for ( var z2 = - 1; z2 <= 1; z2 += 2 ) {
  558. var z3 = z2 + z;
  559. if ( z3 < 0 || z3 >= size ) continue;
  560. var index2 = size2 * z3 + size * y3 + x3;
  561. var val2 = fieldCopy[ index2 ];
  562. count ++;
  563. val += intensity * ( val2 - val ) / count;
  564. }
  565. }
  566. }
  567. field[ index ] = val;
  568. }
  569. }
  570. }
  571. };
  572. this.reset = function () {
  573. var i;
  574. // wipe the normal cache
  575. for ( i = 0; i < this.size3; i ++ ) {
  576. this.normal_cache[ i * 3 ] = 0.0;
  577. this.field[ i ] = 0.0;
  578. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  579. i * 3 + 2
  580. ] = 0.0;
  581. }
  582. };
  583. this.render = function ( renderCallback ) {
  584. this.begin();
  585. // Triangulate. Yeah, this is slow.
  586. var smin2 = this.size - 2;
  587. for ( var z = 1; z < smin2; z ++ ) {
  588. var z_offset = this.size2 * z;
  589. var fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  590. for ( var y = 1; y < smin2; y ++ ) {
  591. var y_offset = z_offset + this.size * y;
  592. var fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  593. for ( var x = 1; x < smin2; x ++ ) {
  594. var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  595. var q = y_offset + x;
  596. polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  597. }
  598. }
  599. }
  600. this.end( renderCallback );
  601. };
  602. this.generateGeometry = function () {
  603. console.warn(
  604. "THREE.MarchingCubes: generateGeometry() now returns THREE.BufferGeometry"
  605. );
  606. return this.generateBufferGeometry();
  607. };
  608. function concatenate( a, b, length ) {
  609. var result = new Float32Array( a.length + length );
  610. result.set( a, 0 );
  611. result.set( b.slice( 0, length ), a.length );
  612. return result;
  613. }
  614. this.generateBufferGeometry = function () {
  615. var geo = new THREE.BufferGeometry();
  616. var posArray = new Float32Array();
  617. var normArray = new Float32Array();
  618. var colorArray = new Float32Array();
  619. var uvArray = new Float32Array();
  620. var scope = this;
  621. var geo_callback = function ( object ) {
  622. if ( scope.hasPositions )
  623. posArray = concatenate(
  624. posArray,
  625. object.positionArray,
  626. object.count * 3
  627. );
  628. if ( scope.hasNormals )
  629. normArray = concatenate(
  630. normArray,
  631. object.normalArray,
  632. object.count * 3
  633. );
  634. if ( scope.hasColors )
  635. colorArray = concatenate(
  636. colorArray,
  637. object.colorArray,
  638. object.count * 3
  639. );
  640. if ( scope.hasUvs )
  641. uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
  642. object.count = 0;
  643. };
  644. this.render( geo_callback );
  645. if ( this.hasPositions )
  646. geo.setAttribute( "position", new THREE.BufferAttribute( posArray, 3 ) );
  647. if ( this.hasNormals )
  648. geo.setAttribute( "normal", new THREE.BufferAttribute( normArray, 3 ) );
  649. if ( this.hasColors )
  650. geo.setAttribute( "color", new THREE.BufferAttribute( colorArray, 3 ) );
  651. if ( this.hasUvs )
  652. geo.setAttribute( "uv", new THREE.BufferAttribute( uvArray, 2 ) );
  653. return geo;
  654. };
  655. this.init( resolution );
  656. };
  657. THREE.MarchingCubes.prototype = Object.create( THREE.ImmediateRenderObject.prototype );
  658. THREE.MarchingCubes.prototype.constructor = THREE.MarchingCubes;
  659. /////////////////////////////////////
  660. // Marching cubes lookup tables
  661. /////////////////////////////////////
  662. // These tables are straight from Paul Bourke's page:
  663. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  664. // who in turn got them from Cory Gene Bloyd.
  665. THREE.edgeTable = new Int32Array( [
  666. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  667. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  668. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  669. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  670. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  671. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  672. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  673. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  674. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  675. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  676. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  677. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  678. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  679. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  680. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  681. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  682. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  683. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  684. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  685. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  686. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  687. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  688. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  689. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  690. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  691. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  692. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  693. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  694. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  695. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  696. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  697. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  698. THREE.triTable = new Int32Array( [
  699. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  700. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  701. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  702. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  703. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  704. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  705. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  706. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  707. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  708. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  709. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  711. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  712. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  713. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  714. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  715. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  716. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  717. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  718. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  719. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  720. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  721. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  722. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  723. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  724. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  725. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  726. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  727. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  728. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  729. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  730. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  731. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  732. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  733. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  734. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  735. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  736. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  737. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  738. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  739. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  740. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  741. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  742. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  743. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  744. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  745. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  746. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  747. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  748. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  749. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  750. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  751. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  752. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  753. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  754. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  755. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  757. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  758. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  759. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  760. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  761. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  762. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  763. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  764. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  765. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  766. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  767. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  768. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  769. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  770. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  771. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  772. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  773. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  774. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  775. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  776. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  777. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  778. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  779. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  780. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  781. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  782. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  783. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  784. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  785. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  786. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  787. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  788. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  789. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  790. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  791. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  792. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  793. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  794. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  795. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  796. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  797. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  798. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  799. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  800. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  801. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  802. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  803. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  804. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  805. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  806. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  807. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  808. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  809. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  810. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  811. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  812. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  813. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  814. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  815. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  816. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  817. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  818. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  819. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  820. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  821. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  822. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  823. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  824. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  825. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  826. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  827. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  828. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  829. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  830. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  831. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  832. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  833. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  834. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  835. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  836. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  837. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  838. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  839. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  840. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  841. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  842. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  843. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  844. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  845. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  846. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  847. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  848. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  849. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  850. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  851. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  852. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  853. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  854. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  855. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  856. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  857. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  858. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  859. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  860. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  861. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  862. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  863. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  864. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  865. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  866. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  867. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  868. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  869. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  870. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  871. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  872. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  873. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  874. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  875. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  876. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  877. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  878. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  879. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  880. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  881. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  882. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  883. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  884. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  885. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  886. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  887. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  888. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  889. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  890. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  891. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  892. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  893. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  894. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  895. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  896. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  897. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  898. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  899. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  900. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  901. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  902. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  903. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  904. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  905. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  906. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  907. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  908. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  909. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  910. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  911. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  912. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  913. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  914. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  915. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  916. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  917. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  918. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  919. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  920. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  921. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  922. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  923. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  924. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  925. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  926. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  927. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  928. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  929. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  930. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  931. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  932. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  933. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  934. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  935. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  936. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  937. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  938. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  939. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  940. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  941. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  942. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  943. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  944. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  945. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  946. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  947. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  948. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  949. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  950. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  951. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  952. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  953. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  954. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );