MarchingCubes.js 38 KB

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  1. import {
  2. BufferAttribute,
  3. BufferGeometry,
  4. Color,
  5. ImmediateRenderObject,
  6. NoColors
  7. } from '../../../build/three.module.js';
  8. /**
  9. * Port of http://webglsamples.org/blob/blob.html
  10. */
  11. var MarchingCubes = function ( resolution, material, enableUvs, enableColors ) {
  12. ImmediateRenderObject.call( this, material );
  13. var scope = this;
  14. // temp buffers used in polygonize
  15. var vlist = new Float32Array( 12 * 3 );
  16. var nlist = new Float32Array( 12 * 3 );
  17. var clist = new Float32Array( 12 * 3 );
  18. this.enableUvs = enableUvs !== undefined ? enableUvs : false;
  19. this.enableColors = enableColors !== undefined ? enableColors : false;
  20. // functions have to be object properties
  21. // prototype functions kill performance
  22. // (tested and it was 4x slower !!!)
  23. this.init = function ( resolution ) {
  24. this.resolution = resolution;
  25. // parameters
  26. this.isolation = 80.0;
  27. // size of field, 32 is pushing it in Javascript :)
  28. this.size = resolution;
  29. this.size2 = this.size * this.size;
  30. this.size3 = this.size2 * this.size;
  31. this.halfsize = this.size / 2.0;
  32. // deltas
  33. this.delta = 2.0 / this.size;
  34. this.yd = this.size;
  35. this.zd = this.size2;
  36. this.field = new Float32Array( this.size3 );
  37. this.normal_cache = new Float32Array( this.size3 * 3 );
  38. this.palette = new Float32Array( this.size3 * 3 );
  39. // immediate render mode simulator
  40. this.maxCount = 4096; // TODO: find the fastest size for this buffer
  41. this.count = 0;
  42. this.hasPositions = false;
  43. this.hasNormals = false;
  44. this.hasColors = false;
  45. this.hasUvs = false;
  46. this.positionArray = new Float32Array( this.maxCount * 3 );
  47. this.normalArray = new Float32Array( this.maxCount * 3 );
  48. if ( this.enableUvs ) {
  49. this.uvArray = new Float32Array( this.maxCount * 2 );
  50. }
  51. if ( this.enableColors ) {
  52. this.colorArray = new Float32Array( this.maxCount * 3 );
  53. }
  54. };
  55. ///////////////////////
  56. // Polygonization
  57. ///////////////////////
  58. function lerp( a, b, t ) {
  59. return a + ( b - a ) * t;
  60. }
  61. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  62. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  63. nc = scope.normal_cache;
  64. vlist[ offset + 0 ] = x + mu * scope.delta;
  65. vlist[ offset + 1 ] = y;
  66. vlist[ offset + 2 ] = z;
  67. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  68. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  69. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  70. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  71. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  72. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  73. }
  74. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  75. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  76. nc = scope.normal_cache;
  77. vlist[ offset + 0 ] = x;
  78. vlist[ offset + 1 ] = y + mu * scope.delta;
  79. vlist[ offset + 2 ] = z;
  80. var q2 = q + scope.yd * 3;
  81. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  82. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  83. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  84. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  85. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  86. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  87. }
  88. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  89. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  90. nc = scope.normal_cache;
  91. vlist[ offset + 0 ] = x;
  92. vlist[ offset + 1 ] = y;
  93. vlist[ offset + 2 ] = z + mu * scope.delta;
  94. var q2 = q + scope.zd * 3;
  95. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  96. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  97. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  98. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  99. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  100. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  101. }
  102. function compNorm( q ) {
  103. var q3 = q * 3;
  104. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  105. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  106. scope.normal_cache[ q3 + 1 ] =
  107. scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  108. scope.normal_cache[ q3 + 2 ] =
  109. scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  110. }
  111. }
  112. // Returns total number of triangles. Fills triangles.
  113. // (this is where most of time is spent - it's inner work of O(n3) loop )
  114. function polygonize( fx, fy, fz, q, isol, renderCallback ) {
  115. // cache indices
  116. var q1 = q + 1,
  117. qy = q + scope.yd,
  118. qz = q + scope.zd,
  119. q1y = q1 + scope.yd,
  120. q1z = q1 + scope.zd,
  121. qyz = q + scope.yd + scope.zd,
  122. q1yz = q1 + scope.yd + scope.zd;
  123. var cubeindex = 0,
  124. field0 = scope.field[ q ],
  125. field1 = scope.field[ q1 ],
  126. field2 = scope.field[ qy ],
  127. field3 = scope.field[ q1y ],
  128. field4 = scope.field[ qz ],
  129. field5 = scope.field[ q1z ],
  130. field6 = scope.field[ qyz ],
  131. field7 = scope.field[ q1yz ];
  132. if ( field0 < isol ) cubeindex |= 1;
  133. if ( field1 < isol ) cubeindex |= 2;
  134. if ( field2 < isol ) cubeindex |= 8;
  135. if ( field3 < isol ) cubeindex |= 4;
  136. if ( field4 < isol ) cubeindex |= 16;
  137. if ( field5 < isol ) cubeindex |= 32;
  138. if ( field6 < isol ) cubeindex |= 128;
  139. if ( field7 < isol ) cubeindex |= 64;
  140. // if cube is entirely in/out of the surface - bail, nothing to draw
  141. var bits = edgeTable[ cubeindex ];
  142. if ( bits === 0 ) return 0;
  143. var d = scope.delta,
  144. fx2 = fx + d,
  145. fy2 = fy + d,
  146. fz2 = fz + d;
  147. // top of the cube
  148. if ( bits & 1 ) {
  149. compNorm( q );
  150. compNorm( q1 );
  151. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  152. }
  153. if ( bits & 2 ) {
  154. compNorm( q1 );
  155. compNorm( q1y );
  156. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  157. }
  158. if ( bits & 4 ) {
  159. compNorm( qy );
  160. compNorm( q1y );
  161. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  162. }
  163. if ( bits & 8 ) {
  164. compNorm( q );
  165. compNorm( qy );
  166. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  167. }
  168. // bottom of the cube
  169. if ( bits & 16 ) {
  170. compNorm( qz );
  171. compNorm( q1z );
  172. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  173. }
  174. if ( bits & 32 ) {
  175. compNorm( q1z );
  176. compNorm( q1yz );
  177. VIntY(
  178. q1z * 3,
  179. 15,
  180. isol,
  181. fx2,
  182. fy,
  183. fz2,
  184. field5,
  185. field7,
  186. q1z,
  187. q1yz
  188. );
  189. }
  190. if ( bits & 64 ) {
  191. compNorm( qyz );
  192. compNorm( q1yz );
  193. VIntX(
  194. qyz * 3,
  195. 18,
  196. isol,
  197. fx,
  198. fy2,
  199. fz2,
  200. field6,
  201. field7,
  202. qyz,
  203. q1yz
  204. );
  205. }
  206. if ( bits & 128 ) {
  207. compNorm( qz );
  208. compNorm( qyz );
  209. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  210. }
  211. // vertical lines of the cube
  212. if ( bits & 256 ) {
  213. compNorm( q );
  214. compNorm( qz );
  215. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  216. }
  217. if ( bits & 512 ) {
  218. compNorm( q1 );
  219. compNorm( q1z );
  220. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  221. }
  222. if ( bits & 1024 ) {
  223. compNorm( q1y );
  224. compNorm( q1yz );
  225. VIntZ(
  226. q1y * 3,
  227. 30,
  228. isol,
  229. fx2,
  230. fy2,
  231. fz,
  232. field3,
  233. field7,
  234. q1y,
  235. q1yz
  236. );
  237. }
  238. if ( bits & 2048 ) {
  239. compNorm( qy );
  240. compNorm( qyz );
  241. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  242. }
  243. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  244. var o1,
  245. o2,
  246. o3,
  247. numtris = 0,
  248. i = 0;
  249. // here is where triangles are created
  250. while ( triTable[ cubeindex + i ] != - 1 ) {
  251. o1 = cubeindex + i;
  252. o2 = o1 + 1;
  253. o3 = o1 + 2;
  254. posnormtriv(
  255. vlist,
  256. nlist,
  257. clist,
  258. 3 * triTable[ o1 ],
  259. 3 * triTable[ o2 ],
  260. 3 * triTable[ o3 ],
  261. renderCallback
  262. );
  263. i += 3;
  264. numtris ++;
  265. }
  266. return numtris;
  267. }
  268. /////////////////////////////////////
  269. // Immediate render mode simulator
  270. /////////////////////////////////////
  271. function posnormtriv( pos, norm, colors, o1, o2, o3, renderCallback ) {
  272. var c = scope.count * 3;
  273. // positions
  274. scope.positionArray[ c + 0 ] = pos[ o1 ];
  275. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  276. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  277. scope.positionArray[ c + 3 ] = pos[ o2 ];
  278. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  279. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  280. scope.positionArray[ c + 6 ] = pos[ o3 ];
  281. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  282. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  283. // normals
  284. if ( scope.material.flatShading === true ) {
  285. var nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  286. var ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  287. var nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  288. scope.normalArray[ c + 0 ] = nx;
  289. scope.normalArray[ c + 1 ] = ny;
  290. scope.normalArray[ c + 2 ] = nz;
  291. scope.normalArray[ c + 3 ] = nx;
  292. scope.normalArray[ c + 4 ] = ny;
  293. scope.normalArray[ c + 5 ] = nz;
  294. scope.normalArray[ c + 6 ] = nx;
  295. scope.normalArray[ c + 7 ] = ny;
  296. scope.normalArray[ c + 8 ] = nz;
  297. } else {
  298. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  299. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  300. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  301. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  302. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  303. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  304. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  305. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  306. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  307. }
  308. // uvs
  309. if ( scope.enableUvs ) {
  310. var d = scope.count * 2;
  311. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  312. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  313. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  314. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  315. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  316. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  317. }
  318. // colors
  319. if ( scope.enableColors ) {
  320. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  321. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  322. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  323. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  324. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  325. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  326. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  327. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  328. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  329. }
  330. scope.count += 3;
  331. if ( scope.count >= scope.maxCount - 3 ) {
  332. scope.hasPositions = true;
  333. scope.hasNormals = true;
  334. if ( scope.enableUvs ) {
  335. scope.hasUvs = true;
  336. }
  337. if ( scope.enableColors ) {
  338. scope.hasColors = true;
  339. }
  340. renderCallback( scope );
  341. }
  342. }
  343. this.begin = function () {
  344. this.count = 0;
  345. this.hasPositions = false;
  346. this.hasNormals = false;
  347. this.hasUvs = false;
  348. this.hasColors = false;
  349. };
  350. this.end = function ( renderCallback ) {
  351. if ( this.count === 0 ) return;
  352. for ( var i = this.count * 3; i < this.positionArray.length; i ++ ) {
  353. this.positionArray[ i ] = 0.0;
  354. }
  355. this.hasPositions = true;
  356. this.hasNormals = true;
  357. if ( this.enableUvs && this.material.map ) {
  358. this.hasUvs = true;
  359. }
  360. if ( this.enableColors && this.material.vertexColors !== NoColors ) {
  361. this.hasColors = true;
  362. }
  363. renderCallback( this );
  364. };
  365. /////////////////////////////////////
  366. // Metaballs
  367. /////////////////////////////////////
  368. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  369. // a fixed distance, determined by strength and subtract.
  370. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  371. var sign = Math.sign( strength );
  372. strength = Math.abs( strength );
  373. var userDefineColor = ! ( colors === undefined || colors === null );
  374. var ballColor = new Color( ballx, bally, ballz );
  375. if ( userDefineColor ) {
  376. try {
  377. ballColor =
  378. colors instanceof Color
  379. ? colors
  380. : Array.isArray( colors )
  381. ? new Color(
  382. Math.min( Math.abs( colors[ 0 ] ), 1 ),
  383. Math.min( Math.abs( colors[ 1 ] ), 1 ),
  384. Math.min( Math.abs( colors[ 2 ] ), 1 )
  385. )
  386. : new Color( colors );
  387. } catch ( err ) {
  388. ballColor = new Color( ballx, bally, ballz );
  389. }
  390. }
  391. // Let's solve the equation to find the radius:
  392. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  393. // strength / (radius^2) = subtract
  394. // strength = subtract * radius^2
  395. // radius^2 = strength / subtract
  396. // radius = sqrt(strength / subtract)
  397. var radius = this.size * Math.sqrt( strength / subtract ),
  398. zs = ballz * this.size,
  399. ys = bally * this.size,
  400. xs = ballx * this.size;
  401. var min_z = Math.floor( zs - radius );
  402. if ( min_z < 1 ) min_z = 1;
  403. var max_z = Math.floor( zs + radius );
  404. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  405. var min_y = Math.floor( ys - radius );
  406. if ( min_y < 1 ) min_y = 1;
  407. var max_y = Math.floor( ys + radius );
  408. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  409. var min_x = Math.floor( xs - radius );
  410. if ( min_x < 1 ) min_x = 1;
  411. var max_x = Math.floor( xs + radius );
  412. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  413. // Don't polygonize in the outer layer because normals aren't
  414. // well-defined there.
  415. var x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  416. for ( z = min_z; z < max_z; z ++ ) {
  417. z_offset = this.size2 * z;
  418. fz = z / this.size - ballz;
  419. fz2 = fz * fz;
  420. for ( y = min_y; y < max_y; y ++ ) {
  421. y_offset = z_offset + this.size * y;
  422. fy = y / this.size - bally;
  423. fy2 = fy * fy;
  424. for ( x = min_x; x < max_x; x ++ ) {
  425. fx = x / this.size - ballx;
  426. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  427. if ( val > 0.0 ) {
  428. this.field[ y_offset + x ] += val * sign;
  429. // optimization
  430. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  431. const ratio =
  432. Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  433. const contrib =
  434. 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  435. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  436. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  437. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  438. }
  439. }
  440. }
  441. }
  442. };
  443. this.addPlaneX = function ( strength, subtract ) {
  444. var x,
  445. y,
  446. z,
  447. xx,
  448. val,
  449. xdiv,
  450. cxy,
  451. // cache attribute lookups
  452. size = this.size,
  453. yd = this.yd,
  454. zd = this.zd,
  455. field = this.field,
  456. dist = size * Math.sqrt( strength / subtract );
  457. if ( dist > size ) dist = size;
  458. for ( x = 0; x < dist; x ++ ) {
  459. xdiv = x / size;
  460. xx = xdiv * xdiv;
  461. val = strength / ( 0.0001 + xx ) - subtract;
  462. if ( val > 0.0 ) {
  463. for ( y = 0; y < size; y ++ ) {
  464. cxy = x + y * yd;
  465. for ( z = 0; z < size; z ++ ) {
  466. field[ zd * z + cxy ] += val;
  467. }
  468. }
  469. }
  470. }
  471. };
  472. this.addPlaneY = function ( strength, subtract ) {
  473. var x,
  474. y,
  475. z,
  476. yy,
  477. val,
  478. ydiv,
  479. cy,
  480. cxy,
  481. // cache attribute lookups
  482. size = this.size,
  483. yd = this.yd,
  484. zd = this.zd,
  485. field = this.field,
  486. dist = size * Math.sqrt( strength / subtract );
  487. if ( dist > size ) dist = size;
  488. for ( y = 0; y < dist; y ++ ) {
  489. ydiv = y / size;
  490. yy = ydiv * ydiv;
  491. val = strength / ( 0.0001 + yy ) - subtract;
  492. if ( val > 0.0 ) {
  493. cy = y * yd;
  494. for ( x = 0; x < size; x ++ ) {
  495. cxy = cy + x;
  496. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  497. }
  498. }
  499. }
  500. };
  501. this.addPlaneZ = function ( strength, subtract ) {
  502. var x,
  503. y,
  504. z,
  505. zz,
  506. val,
  507. zdiv,
  508. cz,
  509. cyz,
  510. // cache attribute lookups
  511. size = this.size,
  512. yd = this.yd,
  513. zd = this.zd,
  514. field = this.field,
  515. dist = size * Math.sqrt( strength / subtract );
  516. if ( dist > size ) dist = size;
  517. for ( z = 0; z < dist; z ++ ) {
  518. zdiv = z / size;
  519. zz = zdiv * zdiv;
  520. val = strength / ( 0.0001 + zz ) - subtract;
  521. if ( val > 0.0 ) {
  522. cz = zd * z;
  523. for ( y = 0; y < size; y ++ ) {
  524. cyz = cz + y * yd;
  525. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  526. }
  527. }
  528. }
  529. };
  530. /////////////////////////////////////
  531. // Updates
  532. /////////////////////////////////////
  533. this.setCell = function ( x, y, z, value ) {
  534. var index = this.size2 * z + this.size * y + x;
  535. this.field[ index ] = value;
  536. };
  537. this.getCell = function ( x, y, z ) {
  538. var index = this.size2 * z + this.size * y + x;
  539. return this.field[ index ];
  540. };
  541. this.blur = function ( intensity ) {
  542. if ( intensity === undefined ) {
  543. intensity = 1;
  544. }
  545. var field = this.field;
  546. var fieldCopy = field.slice();
  547. var size = this.size;
  548. var size2 = this.size2;
  549. for ( var x = 0; x < size; x ++ ) {
  550. for ( var y = 0; y < size; y ++ ) {
  551. for ( var z = 0; z < size; z ++ ) {
  552. var index = size2 * z + size * y + x;
  553. var val = fieldCopy[ index ];
  554. var count = 1;
  555. for ( var x2 = - 1; x2 <= 1; x2 += 2 ) {
  556. var x3 = x2 + x;
  557. if ( x3 < 0 || x3 >= size ) continue;
  558. for ( var y2 = - 1; y2 <= 1; y2 += 2 ) {
  559. var y3 = y2 + y;
  560. if ( y3 < 0 || y3 >= size ) continue;
  561. for ( var z2 = - 1; z2 <= 1; z2 += 2 ) {
  562. var z3 = z2 + z;
  563. if ( z3 < 0 || z3 >= size ) continue;
  564. var index2 = size2 * z3 + size * y3 + x3;
  565. var val2 = fieldCopy[ index2 ];
  566. count ++;
  567. val += intensity * ( val2 - val ) / count;
  568. }
  569. }
  570. }
  571. field[ index ] = val;
  572. }
  573. }
  574. }
  575. };
  576. this.reset = function () {
  577. var i;
  578. // wipe the normal cache
  579. for ( i = 0; i < this.size3; i ++ ) {
  580. this.normal_cache[ i * 3 ] = 0.0;
  581. this.field[ i ] = 0.0;
  582. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  583. i * 3 + 2
  584. ] = 0.0;
  585. }
  586. };
  587. this.render = function ( renderCallback ) {
  588. this.begin();
  589. // Triangulate. Yeah, this is slow.
  590. var smin2 = this.size - 2;
  591. for ( var z = 1; z < smin2; z ++ ) {
  592. var z_offset = this.size2 * z;
  593. var fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  594. for ( var y = 1; y < smin2; y ++ ) {
  595. var y_offset = z_offset + this.size * y;
  596. var fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  597. for ( var x = 1; x < smin2; x ++ ) {
  598. var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  599. var q = y_offset + x;
  600. polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  601. }
  602. }
  603. }
  604. this.end( renderCallback );
  605. };
  606. this.generateGeometry = function () {
  607. console.warn(
  608. 'THREE.MarchingCubes: generateGeometry() now returns BufferGeometry'
  609. );
  610. return this.generateBufferGeometry();
  611. };
  612. function concatenate( a, b, length ) {
  613. var result = new Float32Array( a.length + length );
  614. result.set( a, 0 );
  615. result.set( b.slice( 0, length ), a.length );
  616. return result;
  617. }
  618. this.generateBufferGeometry = function () {
  619. var geo = new BufferGeometry();
  620. var posArray = new Float32Array();
  621. var normArray = new Float32Array();
  622. var colorArray = new Float32Array();
  623. var uvArray = new Float32Array();
  624. var scope = this;
  625. var geo_callback = function ( object ) {
  626. if ( scope.hasPositions )
  627. posArray = concatenate(
  628. posArray,
  629. object.positionArray,
  630. object.count * 3
  631. );
  632. if ( scope.hasNormals )
  633. normArray = concatenate(
  634. normArray,
  635. object.normalArray,
  636. object.count * 3
  637. );
  638. if ( scope.hasColors )
  639. colorArray = concatenate(
  640. colorArray,
  641. object.colorArray,
  642. object.count * 3
  643. );
  644. if ( scope.hasUvs )
  645. uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
  646. object.count = 0;
  647. };
  648. this.render( geo_callback );
  649. if ( this.hasPositions )
  650. geo.setAttribute( 'position', new BufferAttribute( posArray, 3 ) );
  651. if ( this.hasNormals )
  652. geo.setAttribute( 'normal', new BufferAttribute( normArray, 3 ) );
  653. if ( this.hasColors )
  654. geo.setAttribute( 'color', new BufferAttribute( colorArray, 3 ) );
  655. if ( this.hasUvs )
  656. geo.setAttribute( 'uv', new BufferAttribute( uvArray, 2 ) );
  657. return geo;
  658. };
  659. this.init( resolution );
  660. };
  661. MarchingCubes.prototype = Object.create( ImmediateRenderObject.prototype );
  662. MarchingCubes.prototype.constructor = MarchingCubes;
  663. /////////////////////////////////////
  664. // Marching cubes lookup tables
  665. /////////////////////////////////////
  666. // These tables are straight from Paul Bourke's page:
  667. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  668. // who in turn got them from Cory Gene Bloyd.
  669. var edgeTable = new Int32Array( [
  670. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  671. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  672. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  673. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  674. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  675. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  676. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  677. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  678. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  679. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  680. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  681. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  682. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  683. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  684. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  685. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  686. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  687. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  688. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  689. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  690. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  691. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  692. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  693. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  694. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  695. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  696. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  697. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  698. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  699. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  700. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  701. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  702. var triTable = new Int32Array( [
  703. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  704. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  705. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  706. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  707. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  708. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  709. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  711. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  712. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  713. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  714. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  715. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  716. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  717. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  718. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  719. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  720. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  721. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  722. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  723. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  724. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  725. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  726. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  727. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  728. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  729. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  730. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  731. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  732. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  733. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  734. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  735. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  736. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  737. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  738. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  739. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  740. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  741. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  742. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  743. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  744. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  745. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  746. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  747. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  748. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  749. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  750. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  751. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  752. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  753. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  754. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  755. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  757. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  758. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  759. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  760. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  761. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  762. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  763. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  764. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  765. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  766. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  767. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  768. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  769. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  770. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  771. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  772. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  773. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  774. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  775. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  776. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  777. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  778. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  779. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  780. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  781. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  782. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  783. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  784. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  785. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  786. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  787. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  788. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  789. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  790. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  791. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  792. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  793. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  794. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  795. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  796. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  797. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  798. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  799. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  800. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  801. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  802. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  803. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  804. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  805. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  806. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  807. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  808. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  809. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  810. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  811. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  812. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  813. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  814. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  815. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  816. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  817. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  818. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  819. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  820. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  821. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  822. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  823. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  824. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  825. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  826. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  827. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  828. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  829. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  830. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  831. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  832. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  833. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  834. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  835. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  836. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  837. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  838. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  839. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  840. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  841. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  842. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  843. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  844. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  845. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  846. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  847. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  848. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  849. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  850. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  851. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  852. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  853. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  854. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  855. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  856. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  857. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  858. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  859. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  860. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  861. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  862. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  863. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  864. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  865. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  866. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  867. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  868. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  869. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  870. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  871. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  872. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  873. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  874. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  875. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  876. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  877. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  878. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  879. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  880. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  881. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  882. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  883. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  884. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  885. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  886. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  887. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  888. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  889. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  890. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  891. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  892. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  893. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  894. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  895. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  896. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  897. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  898. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  899. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  900. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  901. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  902. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  903. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  904. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  905. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  906. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  907. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  908. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  909. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  910. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  911. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  912. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  913. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  914. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  915. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  916. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  917. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  918. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  919. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  920. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  921. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  922. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  923. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  924. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  925. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  926. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  927. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  928. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  929. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  930. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  931. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  932. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  933. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  934. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  935. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  936. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  937. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  938. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  939. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  940. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  941. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  942. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  943. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  944. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  945. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  946. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  947. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  948. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  949. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  950. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  951. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  952. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  953. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  954. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  955. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  956. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  957. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  958. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
  959. export { MarchingCubes, edgeTable, triTable };