MarchingCubes.js 38 KB

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  1. /**
  2. * Port of http://webglsamples.org/blob/blob.html
  3. */
  4. THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors ) {
  5. THREE.ImmediateRenderObject.call( this, material );
  6. var scope = this;
  7. // temp buffers used in polygonize
  8. var vlist = new Float32Array( 12 * 3 );
  9. var nlist = new Float32Array( 12 * 3 );
  10. var clist = new Float32Array( 12 * 3 );
  11. this.enableUvs = enableUvs !== undefined ? enableUvs : false;
  12. this.enableColors = enableColors !== undefined ? enableColors : false;
  13. // functions have to be object properties
  14. // prototype functions kill performance
  15. // (tested and it was 4x slower !!!)
  16. this.init = function ( resolution ) {
  17. this.resolution = resolution;
  18. // parameters
  19. this.isolation = 80.0;
  20. // size of field, 32 is pushing it in Javascript :)
  21. this.size = resolution;
  22. this.size2 = this.size * this.size;
  23. this.size3 = this.size2 * this.size;
  24. this.halfsize = this.size / 2.0;
  25. // deltas
  26. this.delta = 2.0 / this.size;
  27. this.yd = this.size;
  28. this.zd = this.size2;
  29. this.field = new Float32Array( this.size3 );
  30. this.normal_cache = new Float32Array( this.size3 * 3 );
  31. this.palette = new Float32Array( this.size3 * 3 );
  32. // immediate render mode simulator
  33. this.maxCount = 4096; // TODO: find the fastest size for this buffer
  34. this.count = 0;
  35. this.hasPositions = false;
  36. this.hasNormals = false;
  37. this.hasColors = false;
  38. this.hasUvs = false;
  39. this.positionArray = new Float32Array( this.maxCount * 3 );
  40. this.normalArray = new Float32Array( this.maxCount * 3 );
  41. if ( this.enableUvs ) {
  42. this.uvArray = new Float32Array( this.maxCount * 2 );
  43. }
  44. if ( this.enableColors ) {
  45. this.colorArray = new Float32Array( this.maxCount * 3 );
  46. }
  47. };
  48. ///////////////////////
  49. // Polygonization
  50. ///////////////////////
  51. function lerp( a, b, t ) {
  52. return a + ( b - a ) * t;
  53. }
  54. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  55. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  56. nc = scope.normal_cache;
  57. vlist[ offset + 0 ] = x + mu * scope.delta;
  58. vlist[ offset + 1 ] = y;
  59. vlist[ offset + 2 ] = z;
  60. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  61. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  62. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  63. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  64. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  65. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  66. }
  67. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  68. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  69. nc = scope.normal_cache;
  70. vlist[ offset + 0 ] = x;
  71. vlist[ offset + 1 ] = y + mu * scope.delta;
  72. vlist[ offset + 2 ] = z;
  73. var q2 = q + scope.yd * 3;
  74. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  75. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  76. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  77. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  78. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  79. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  80. }
  81. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  82. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  83. nc = scope.normal_cache;
  84. vlist[ offset + 0 ] = x;
  85. vlist[ offset + 1 ] = y;
  86. vlist[ offset + 2 ] = z + mu * scope.delta;
  87. var q2 = q + scope.zd * 3;
  88. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  89. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  90. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  91. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  92. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  93. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  94. }
  95. function compNorm( q ) {
  96. var q3 = q * 3;
  97. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  98. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  99. scope.normal_cache[ q3 + 1 ] =
  100. scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  101. scope.normal_cache[ q3 + 2 ] =
  102. scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  103. }
  104. }
  105. // Returns total number of triangles. Fills triangles.
  106. // (this is where most of time is spent - it's inner work of O(n3) loop )
  107. function polygonize( fx, fy, fz, q, isol, renderCallback ) {
  108. // cache indices
  109. var q1 = q + 1,
  110. qy = q + scope.yd,
  111. qz = q + scope.zd,
  112. q1y = q1 + scope.yd,
  113. q1z = q1 + scope.zd,
  114. qyz = q + scope.yd + scope.zd,
  115. q1yz = q1 + scope.yd + scope.zd;
  116. var cubeindex = 0,
  117. field0 = scope.field[ q ],
  118. field1 = scope.field[ q1 ],
  119. field2 = scope.field[ qy ],
  120. field3 = scope.field[ q1y ],
  121. field4 = scope.field[ qz ],
  122. field5 = scope.field[ q1z ],
  123. field6 = scope.field[ qyz ],
  124. field7 = scope.field[ q1yz ];
  125. if ( field0 < isol ) cubeindex |= 1;
  126. if ( field1 < isol ) cubeindex |= 2;
  127. if ( field2 < isol ) cubeindex |= 8;
  128. if ( field3 < isol ) cubeindex |= 4;
  129. if ( field4 < isol ) cubeindex |= 16;
  130. if ( field5 < isol ) cubeindex |= 32;
  131. if ( field6 < isol ) cubeindex |= 128;
  132. if ( field7 < isol ) cubeindex |= 64;
  133. // if cube is entirely in/out of the surface - bail, nothing to draw
  134. var bits = THREE.edgeTable[ cubeindex ];
  135. if ( bits === 0 ) return 0;
  136. var d = scope.delta,
  137. fx2 = fx + d,
  138. fy2 = fy + d,
  139. fz2 = fz + d;
  140. // top of the cube
  141. if ( bits & 1 ) {
  142. compNorm( q );
  143. compNorm( q1 );
  144. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  145. }
  146. if ( bits & 2 ) {
  147. compNorm( q1 );
  148. compNorm( q1y );
  149. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  150. }
  151. if ( bits & 4 ) {
  152. compNorm( qy );
  153. compNorm( q1y );
  154. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  155. }
  156. if ( bits & 8 ) {
  157. compNorm( q );
  158. compNorm( qy );
  159. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  160. }
  161. // bottom of the cube
  162. if ( bits & 16 ) {
  163. compNorm( qz );
  164. compNorm( q1z );
  165. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  166. }
  167. if ( bits & 32 ) {
  168. compNorm( q1z );
  169. compNorm( q1yz );
  170. VIntY(
  171. q1z * 3,
  172. 15,
  173. isol,
  174. fx2,
  175. fy,
  176. fz2,
  177. field5,
  178. field7,
  179. q1z,
  180. q1yz
  181. );
  182. }
  183. if ( bits & 64 ) {
  184. compNorm( qyz );
  185. compNorm( q1yz );
  186. VIntX(
  187. qyz * 3,
  188. 18,
  189. isol,
  190. fx,
  191. fy2,
  192. fz2,
  193. field6,
  194. field7,
  195. qyz,
  196. q1yz
  197. );
  198. }
  199. if ( bits & 128 ) {
  200. compNorm( qz );
  201. compNorm( qyz );
  202. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  203. }
  204. // vertical lines of the cube
  205. if ( bits & 256 ) {
  206. compNorm( q );
  207. compNorm( qz );
  208. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  209. }
  210. if ( bits & 512 ) {
  211. compNorm( q1 );
  212. compNorm( q1z );
  213. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  214. }
  215. if ( bits & 1024 ) {
  216. compNorm( q1y );
  217. compNorm( q1yz );
  218. VIntZ(
  219. q1y * 3,
  220. 30,
  221. isol,
  222. fx2,
  223. fy2,
  224. fz,
  225. field3,
  226. field7,
  227. q1y,
  228. q1yz
  229. );
  230. }
  231. if ( bits & 2048 ) {
  232. compNorm( qy );
  233. compNorm( qyz );
  234. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  235. }
  236. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  237. var o1,
  238. o2,
  239. o3,
  240. numtris = 0,
  241. i = 0;
  242. // here is where triangles are created
  243. while ( THREE.triTable[ cubeindex + i ] != - 1 ) {
  244. o1 = cubeindex + i;
  245. o2 = o1 + 1;
  246. o3 = o1 + 2;
  247. posnormtriv(
  248. vlist,
  249. nlist,
  250. clist,
  251. 3 * THREE.triTable[ o1 ],
  252. 3 * THREE.triTable[ o2 ],
  253. 3 * THREE.triTable[ o3 ],
  254. renderCallback
  255. );
  256. i += 3;
  257. numtris ++;
  258. }
  259. return numtris;
  260. }
  261. /////////////////////////////////////
  262. // Immediate render mode simulator
  263. /////////////////////////////////////
  264. function posnormtriv( pos, norm, colors, o1, o2, o3, renderCallback ) {
  265. var c = scope.count * 3;
  266. // positions
  267. scope.positionArray[ c + 0 ] = pos[ o1 ];
  268. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  269. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  270. scope.positionArray[ c + 3 ] = pos[ o2 ];
  271. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  272. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  273. scope.positionArray[ c + 6 ] = pos[ o3 ];
  274. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  275. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  276. // normals
  277. if ( scope.material.flatShading === true ) {
  278. var nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  279. var ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  280. var nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  281. scope.normalArray[ c + 0 ] = nx;
  282. scope.normalArray[ c + 1 ] = ny;
  283. scope.normalArray[ c + 2 ] = nz;
  284. scope.normalArray[ c + 3 ] = nx;
  285. scope.normalArray[ c + 4 ] = ny;
  286. scope.normalArray[ c + 5 ] = nz;
  287. scope.normalArray[ c + 6 ] = nx;
  288. scope.normalArray[ c + 7 ] = ny;
  289. scope.normalArray[ c + 8 ] = nz;
  290. } else {
  291. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  292. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  293. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  294. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  295. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  296. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  297. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  298. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  299. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  300. }
  301. // uvs
  302. if ( scope.enableUvs ) {
  303. var d = scope.count * 2;
  304. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  305. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  306. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  307. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  308. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  309. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  310. }
  311. // colors
  312. if ( scope.enableColors ) {
  313. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  314. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  315. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  316. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  317. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  318. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  319. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  320. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  321. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  322. }
  323. scope.count += 3;
  324. if ( scope.count >= scope.maxCount - 3 ) {
  325. scope.hasPositions = true;
  326. scope.hasNormals = true;
  327. if ( scope.enableUvs ) {
  328. scope.hasUvs = true;
  329. }
  330. if ( scope.enableColors ) {
  331. scope.hasColors = true;
  332. }
  333. renderCallback( scope );
  334. }
  335. }
  336. this.begin = function () {
  337. this.count = 0;
  338. this.hasPositions = false;
  339. this.hasNormals = false;
  340. this.hasUvs = false;
  341. this.hasColors = false;
  342. };
  343. this.end = function ( renderCallback ) {
  344. if ( this.count === 0 ) return;
  345. for ( var i = this.count * 3; i < this.positionArray.length; i ++ ) {
  346. this.positionArray[ i ] = 0.0;
  347. }
  348. this.hasPositions = true;
  349. this.hasNormals = true;
  350. if ( this.enableUvs && this.material.map ) {
  351. this.hasUvs = true;
  352. }
  353. if ( this.enableColors && this.material.vertexColors !== THREE.NoColors ) {
  354. this.hasColors = true;
  355. }
  356. renderCallback( this );
  357. };
  358. /////////////////////////////////////
  359. // Metaballs
  360. /////////////////////////////////////
  361. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  362. // a fixed distance, determined by strength and subtract.
  363. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  364. var sign = Math.sign( strength );
  365. strength = Math.abs( strength );
  366. var userDefineColor = ! ( colors === undefined || colors === null );
  367. var ballColor = new THREE.Color( ballx, bally, ballz );
  368. if ( userDefineColor ) {
  369. try {
  370. ballColor =
  371. colors instanceof THREE.Color
  372. ? colors
  373. : Array.isArray( colors )
  374. ? new THREE.Color(
  375. Math.min( Math.abs( colors[ 0 ] ), 1 ),
  376. Math.min( Math.abs( colors[ 1 ] ), 1 ),
  377. Math.min( Math.abs( colors[ 2 ] ), 1 )
  378. )
  379. : new THREE.Color( colors );
  380. } catch ( err ) {
  381. ballColor = new THREE.Color( ballx, bally, ballz );
  382. }
  383. }
  384. // Let's solve the equation to find the radius:
  385. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  386. // strength / (radius^2) = subtract
  387. // strength = subtract * radius^2
  388. // radius^2 = strength / subtract
  389. // radius = sqrt(strength / subtract)
  390. var radius = this.size * Math.sqrt( strength / subtract ),
  391. zs = ballz * this.size,
  392. ys = bally * this.size,
  393. xs = ballx * this.size;
  394. var min_z = Math.floor( zs - radius );
  395. if ( min_z < 1 ) min_z = 1;
  396. var max_z = Math.floor( zs + radius );
  397. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  398. var min_y = Math.floor( ys - radius );
  399. if ( min_y < 1 ) min_y = 1;
  400. var max_y = Math.floor( ys + radius );
  401. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  402. var min_x = Math.floor( xs - radius );
  403. if ( min_x < 1 ) min_x = 1;
  404. var max_x = Math.floor( xs + radius );
  405. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  406. // Don't polygonize in the outer layer because normals aren't
  407. // well-defined there.
  408. var x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  409. for ( z = min_z; z < max_z; z ++ ) {
  410. z_offset = this.size2 * z;
  411. fz = z / this.size - ballz;
  412. fz2 = fz * fz;
  413. for ( y = min_y; y < max_y; y ++ ) {
  414. y_offset = z_offset + this.size * y;
  415. fy = y / this.size - bally;
  416. fy2 = fy * fy;
  417. for ( x = min_x; x < max_x; x ++ ) {
  418. fx = x / this.size - ballx;
  419. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  420. if ( val > 0.0 ) {
  421. this.field[ y_offset + x ] += val * sign;
  422. // optimization
  423. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  424. const ratio =
  425. Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  426. const contrib =
  427. 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  428. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  429. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  430. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  431. }
  432. }
  433. }
  434. }
  435. };
  436. this.addPlaneX = function ( strength, subtract ) {
  437. var x,
  438. y,
  439. z,
  440. xx,
  441. val,
  442. xdiv,
  443. cxy,
  444. // cache attribute lookups
  445. size = this.size,
  446. yd = this.yd,
  447. zd = this.zd,
  448. field = this.field,
  449. dist = size * Math.sqrt( strength / subtract );
  450. if ( dist > size ) dist = size;
  451. for ( x = 0; x < dist; x ++ ) {
  452. xdiv = x / size;
  453. xx = xdiv * xdiv;
  454. val = strength / ( 0.0001 + xx ) - subtract;
  455. if ( val > 0.0 ) {
  456. for ( y = 0; y < size; y ++ ) {
  457. cxy = x + y * yd;
  458. for ( z = 0; z < size; z ++ ) {
  459. field[ zd * z + cxy ] += val;
  460. }
  461. }
  462. }
  463. }
  464. };
  465. this.addPlaneY = function ( strength, subtract ) {
  466. var x,
  467. y,
  468. z,
  469. yy,
  470. val,
  471. ydiv,
  472. cy,
  473. cxy,
  474. // cache attribute lookups
  475. size = this.size,
  476. yd = this.yd,
  477. zd = this.zd,
  478. field = this.field,
  479. dist = size * Math.sqrt( strength / subtract );
  480. if ( dist > size ) dist = size;
  481. for ( y = 0; y < dist; y ++ ) {
  482. ydiv = y / size;
  483. yy = ydiv * ydiv;
  484. val = strength / ( 0.0001 + yy ) - subtract;
  485. if ( val > 0.0 ) {
  486. cy = y * yd;
  487. for ( x = 0; x < size; x ++ ) {
  488. cxy = cy + x;
  489. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  490. }
  491. }
  492. }
  493. };
  494. this.addPlaneZ = function ( strength, subtract ) {
  495. var x,
  496. y,
  497. z,
  498. zz,
  499. val,
  500. zdiv,
  501. cz,
  502. cyz,
  503. // cache attribute lookups
  504. size = this.size,
  505. yd = this.yd,
  506. zd = this.zd,
  507. field = this.field,
  508. dist = size * Math.sqrt( strength / subtract );
  509. if ( dist > size ) dist = size;
  510. for ( z = 0; z < dist; z ++ ) {
  511. zdiv = z / size;
  512. zz = zdiv * zdiv;
  513. val = strength / ( 0.0001 + zz ) - subtract;
  514. if ( val > 0.0 ) {
  515. cz = zd * z;
  516. for ( y = 0; y < size; y ++ ) {
  517. cyz = cz + y * yd;
  518. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  519. }
  520. }
  521. }
  522. };
  523. /////////////////////////////////////
  524. // Updates
  525. /////////////////////////////////////
  526. this.setCell = function ( x, y, z, value ) {
  527. var index = this.size2 * z + this.size * y + x;
  528. this.field[ index ] = value;
  529. };
  530. this.getCell = function ( x, y, z ) {
  531. var index = this.size2 * z + this.size * y + x;
  532. return this.field[ index ];
  533. };
  534. this.blur = function ( intensity ) {
  535. if ( intensity === undefined ) {
  536. intensity = 1;
  537. }
  538. var field = this.field;
  539. var fieldCopy = field.slice();
  540. var size = this.size;
  541. var size2 = this.size2;
  542. for ( var x = 0; x < size; x ++ ) {
  543. for ( var y = 0; y < size; y ++ ) {
  544. for ( var z = 0; z < size; z ++ ) {
  545. var index = size2 * z + size * y + x;
  546. var val = fieldCopy[ index ];
  547. var count = 1;
  548. for ( var x2 = - 1; x2 <= 1; x2 += 2 ) {
  549. var x3 = x2 + x;
  550. if ( x3 < 0 || x3 >= size ) continue;
  551. for ( var y2 = - 1; y2 <= 1; y2 += 2 ) {
  552. var y3 = y2 + y;
  553. if ( y3 < 0 || y3 >= size ) continue;
  554. for ( var z2 = - 1; z2 <= 1; z2 += 2 ) {
  555. var z3 = z2 + z;
  556. if ( z3 < 0 || z3 >= size ) continue;
  557. var index2 = size2 * z3 + size * y3 + x3;
  558. var val2 = fieldCopy[ index2 ];
  559. count ++;
  560. val += intensity * ( val2 - val ) / count;
  561. }
  562. }
  563. }
  564. field[ index ] = val;
  565. }
  566. }
  567. }
  568. };
  569. this.reset = function () {
  570. var i;
  571. // wipe the normal cache
  572. for ( i = 0; i < this.size3; i ++ ) {
  573. this.normal_cache[ i * 3 ] = 0.0;
  574. this.field[ i ] = 0.0;
  575. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  576. i * 3 + 2
  577. ] = 0.0;
  578. }
  579. };
  580. this.render = function ( renderCallback ) {
  581. this.begin();
  582. // Triangulate. Yeah, this is slow.
  583. var smin2 = this.size - 2;
  584. for ( var z = 1; z < smin2; z ++ ) {
  585. var z_offset = this.size2 * z;
  586. var fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  587. for ( var y = 1; y < smin2; y ++ ) {
  588. var y_offset = z_offset + this.size * y;
  589. var fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  590. for ( var x = 1; x < smin2; x ++ ) {
  591. var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  592. var q = y_offset + x;
  593. polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  594. }
  595. }
  596. }
  597. this.end( renderCallback );
  598. };
  599. this.generateGeometry = function () {
  600. console.warn(
  601. 'THREE.MarchingCubes: generateGeometry() now returns THREE.BufferGeometry'
  602. );
  603. return this.generateBufferGeometry();
  604. };
  605. function concatenate( a, b, length ) {
  606. var result = new Float32Array( a.length + length );
  607. result.set( a, 0 );
  608. result.set( b.slice( 0, length ), a.length );
  609. return result;
  610. }
  611. this.generateBufferGeometry = function () {
  612. var geo = new THREE.BufferGeometry();
  613. var posArray = new Float32Array();
  614. var normArray = new Float32Array();
  615. var colorArray = new Float32Array();
  616. var uvArray = new Float32Array();
  617. var scope = this;
  618. var geo_callback = function ( object ) {
  619. if ( scope.hasPositions )
  620. posArray = concatenate(
  621. posArray,
  622. object.positionArray,
  623. object.count * 3
  624. );
  625. if ( scope.hasNormals )
  626. normArray = concatenate(
  627. normArray,
  628. object.normalArray,
  629. object.count * 3
  630. );
  631. if ( scope.hasColors )
  632. colorArray = concatenate(
  633. colorArray,
  634. object.colorArray,
  635. object.count * 3
  636. );
  637. if ( scope.hasUvs )
  638. uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
  639. object.count = 0;
  640. };
  641. this.render( geo_callback );
  642. if ( this.hasPositions )
  643. geo.setAttribute( 'position', new THREE.BufferAttribute( posArray, 3 ) );
  644. if ( this.hasNormals )
  645. geo.setAttribute( 'normal', new THREE.BufferAttribute( normArray, 3 ) );
  646. if ( this.hasColors )
  647. geo.setAttribute( 'color', new THREE.BufferAttribute( colorArray, 3 ) );
  648. if ( this.hasUvs )
  649. geo.setAttribute( 'uv', new THREE.BufferAttribute( uvArray, 2 ) );
  650. return geo;
  651. };
  652. this.init( resolution );
  653. };
  654. THREE.MarchingCubes.prototype = Object.create( THREE.ImmediateRenderObject.prototype );
  655. THREE.MarchingCubes.prototype.constructor = THREE.MarchingCubes;
  656. /////////////////////////////////////
  657. // Marching cubes lookup tables
  658. /////////////////////////////////////
  659. // These tables are straight from Paul Bourke's page:
  660. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  661. // who in turn got them from Cory Gene Bloyd.
  662. THREE.edgeTable = new Int32Array( [
  663. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  664. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  665. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  666. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  667. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  668. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  669. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  670. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  671. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  672. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  673. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  674. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  675. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  676. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  677. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  678. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  679. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  680. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  681. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  682. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  683. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  684. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  685. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  686. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  687. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  688. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  689. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  690. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  691. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  692. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  693. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  694. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  695. THREE.triTable = new Int32Array( [
  696. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  697. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  698. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  699. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  700. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  701. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  702. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  703. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  704. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  705. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  706. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  707. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  708. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  709. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  711. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  712. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  713. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  714. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  715. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  716. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  717. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  718. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  719. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  720. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  721. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  722. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  723. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  724. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  725. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  726. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  727. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  728. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  729. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  730. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  731. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  732. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  733. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  734. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  735. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  736. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  737. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  738. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  739. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  740. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  741. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  742. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  743. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  744. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  745. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  746. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  747. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  748. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  749. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  750. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  751. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  752. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  753. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  754. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  755. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  757. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  758. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  759. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  760. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  761. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  762. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  763. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  764. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  765. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  766. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  767. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  768. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  769. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  770. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  771. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  772. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  773. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  774. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  775. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  776. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  777. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  778. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  779. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  780. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  781. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  782. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  783. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  784. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  785. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  786. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  787. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  788. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  789. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  790. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  791. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  792. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  793. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  794. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  795. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  796. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  797. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  798. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  799. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  800. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  801. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  802. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  803. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  804. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  805. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  806. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  807. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  808. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  809. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  810. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  811. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  812. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  813. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  814. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  815. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  816. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  817. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  818. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  819. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  820. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  821. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  822. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  823. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  824. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  825. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  826. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  827. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  828. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  829. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  830. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  831. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  832. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  833. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  834. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  835. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  836. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  837. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  838. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  839. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  840. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  841. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  842. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  843. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  844. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  845. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  846. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  847. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  848. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  849. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  850. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  851. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  852. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  853. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  854. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  855. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  856. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  857. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  858. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  859. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  860. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  861. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  862. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  863. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  864. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  865. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  866. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  867. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  868. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  869. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  870. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  871. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  872. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  873. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  874. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  875. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  876. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  877. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  878. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  879. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  880. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  881. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  882. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  883. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  884. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  885. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  886. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  887. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  888. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  889. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  890. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  891. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  892. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  893. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  894. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  895. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  896. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  897. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  898. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  899. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  900. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  901. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  902. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  903. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  904. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  905. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  906. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  907. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  908. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  909. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  910. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  911. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  912. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  913. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  914. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  915. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  916. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  917. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  918. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  919. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  920. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  921. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  922. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  923. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  924. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  925. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  926. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  927. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  928. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  929. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  930. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  931. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  932. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  933. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  934. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  935. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  936. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  937. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  938. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  939. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  940. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  941. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  942. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  943. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  944. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  945. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  946. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  947. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  948. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  949. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  950. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  951. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );