MarchingCubes.js 37 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. userDefineColor = false;
  385. ballColor = new THREE.Color( ballx, bally, ballz );
  386. }
  387. }
  388. // Let's solve the equation to find the radius:
  389. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  390. // strength / (radius^2) = subtract
  391. // strength = subtract * radius^2
  392. // radius^2 = strength / subtract
  393. // radius = sqrt(strength / subtract)
  394. var radius = this.size * Math.sqrt( strength / subtract ),
  395. zs = ballz * this.size,
  396. ys = bally * this.size,
  397. xs = ballx * this.size;
  398. var min_z = Math.floor( zs - radius );
  399. if ( min_z < 1 ) min_z = 1;
  400. var max_z = Math.floor( zs + radius );
  401. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  402. var min_y = Math.floor( ys - radius );
  403. if ( min_y < 1 ) min_y = 1;
  404. var max_y = Math.floor( ys + radius );
  405. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  406. var min_x = Math.floor( xs - radius );
  407. if ( min_x < 1 ) min_x = 1;
  408. var max_x = Math.floor( xs + radius );
  409. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  410. // Don't polygonize in the outer layer because normals aren't
  411. // well-defined there.
  412. var x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  413. for ( z = min_z; z < max_z; z ++ ) {
  414. z_offset = this.size2 * z;
  415. fz = z / this.size - ballz;
  416. fz2 = fz * fz;
  417. for ( y = min_y; y < max_y; y ++ ) {
  418. y_offset = z_offset + this.size * y;
  419. fy = y / this.size - bally;
  420. fy2 = fy * fy;
  421. for ( x = min_x; x < max_x; x ++ ) {
  422. fx = x / this.size - ballx;
  423. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  424. if ( val > 0.0 ) {
  425. this.field[ y_offset + x ] += val * sign;
  426. // optimization
  427. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  428. const ratio =
  429. Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  430. const contrib =
  431. 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  432. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  433. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  434. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  435. }
  436. }
  437. }
  438. }
  439. };
  440. this.addPlaneX = function ( strength, subtract ) {
  441. var x,
  442. y,
  443. z,
  444. xx,
  445. val,
  446. xdiv,
  447. cxy,
  448. // cache attribute lookups
  449. size = this.size,
  450. yd = this.yd,
  451. zd = this.zd,
  452. field = this.field,
  453. dist = size * Math.sqrt( strength / subtract );
  454. if ( dist > size ) dist = size;
  455. for ( x = 0; x < dist; x ++ ) {
  456. xdiv = x / size;
  457. xx = xdiv * xdiv;
  458. val = strength / ( 0.0001 + xx ) - subtract;
  459. if ( val > 0.0 ) {
  460. for ( y = 0; y < size; y ++ ) {
  461. cxy = x + y * yd;
  462. for ( z = 0; z < size; z ++ ) {
  463. field[ zd * z + cxy ] += val;
  464. }
  465. }
  466. }
  467. }
  468. };
  469. this.addPlaneY = function ( strength, subtract ) {
  470. var x,
  471. y,
  472. z,
  473. yy,
  474. val,
  475. ydiv,
  476. cy,
  477. cxy,
  478. // cache attribute lookups
  479. size = this.size,
  480. yd = this.yd,
  481. zd = this.zd,
  482. field = this.field,
  483. dist = size * Math.sqrt( strength / subtract );
  484. if ( dist > size ) dist = size;
  485. for ( y = 0; y < dist; y ++ ) {
  486. ydiv = y / size;
  487. yy = ydiv * ydiv;
  488. val = strength / ( 0.0001 + yy ) - subtract;
  489. if ( val > 0.0 ) {
  490. cy = y * yd;
  491. for ( x = 0; x < size; x ++ ) {
  492. cxy = cy + x;
  493. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  494. }
  495. }
  496. }
  497. };
  498. this.addPlaneZ = function ( strength, subtract ) {
  499. var x,
  500. y,
  501. z,
  502. zz,
  503. val,
  504. zdiv,
  505. cz,
  506. cyz,
  507. // cache attribute lookups
  508. size = this.size,
  509. yd = this.yd,
  510. zd = this.zd,
  511. field = this.field,
  512. dist = size * Math.sqrt( strength / subtract );
  513. if ( dist > size ) dist = size;
  514. for ( z = 0; z < dist; z ++ ) {
  515. zdiv = z / size;
  516. zz = zdiv * zdiv;
  517. val = strength / ( 0.0001 + zz ) - subtract;
  518. if ( val > 0.0 ) {
  519. cz = zd * z;
  520. for ( y = 0; y < size; y ++ ) {
  521. cyz = cz + y * yd;
  522. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  523. }
  524. }
  525. }
  526. };
  527. /////////////////////////////////////
  528. // Updates
  529. /////////////////////////////////////
  530. this.reset = function () {
  531. var i;
  532. // wipe the normal cache
  533. for ( i = 0; i < this.size3; i ++ ) {
  534. this.normal_cache[ i * 3 ] = 0.0;
  535. this.field[ i ] = 0.0;
  536. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  537. i * 3 + 2
  538. ] = 0.0;
  539. }
  540. };
  541. this.render = function ( renderCallback ) {
  542. this.begin();
  543. // Triangulate. Yeah, this is slow.
  544. var smin2 = this.size - 2;
  545. for ( var z = 1; z < smin2; z ++ ) {
  546. var z_offset = this.size2 * z;
  547. var fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  548. for ( var y = 1; y < smin2; y ++ ) {
  549. var y_offset = z_offset + this.size * y;
  550. var fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  551. for ( var x = 1; x < smin2; x ++ ) {
  552. var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  553. var q = y_offset + x;
  554. polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  555. }
  556. }
  557. }
  558. this.end( renderCallback );
  559. };
  560. this.generateGeometry = function () {
  561. console.warn(
  562. "THREE.MarchingCubes: generateGeometry() now returns THREE.BufferGeometry"
  563. );
  564. return this.generateBufferGeometry();
  565. };
  566. function concatenate( a, b, length ) {
  567. var result = new Float32Array( a.length + length );
  568. result.set( a, 0 );
  569. result.set( b.slice( 0, length ), a.length );
  570. return result;
  571. }
  572. this.generateBufferGeometry = function () {
  573. var geo = new THREE.BufferGeometry();
  574. var posArray = new Float32Array();
  575. var normArray = new Float32Array();
  576. var colorArray = new Float32Array();
  577. var uvArray = new Float32Array();
  578. var scope = this;
  579. var geo_callback = function ( object ) {
  580. if ( scope.hasPositions )
  581. posArray = concatenate(
  582. posArray,
  583. object.positionArray,
  584. object.count * 3
  585. );
  586. if ( scope.hasNormals )
  587. normArray = concatenate(
  588. normArray,
  589. object.normalArray,
  590. object.count * 3
  591. );
  592. if ( scope.hasColors )
  593. colorArray = concatenate(
  594. colorArray,
  595. object.colorArray,
  596. object.count * 3
  597. );
  598. if ( scope.hasUvs )
  599. uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
  600. object.count = 0;
  601. };
  602. this.render( geo_callback );
  603. if ( this.hasPositions )
  604. geo.addAttribute( "position", new THREE.BufferAttribute( posArray, 3 ) );
  605. if ( this.hasNormals )
  606. geo.addAttribute( "normal", new THREE.BufferAttribute( normArray, 3 ) );
  607. if ( this.hasColors )
  608. geo.addAttribute( "color", new THREE.BufferAttribute( colorArray, 3 ) );
  609. if ( this.hasUvs )
  610. geo.addAttribute( "uv", new THREE.BufferAttribute( uvArray, 2 ) );
  611. return geo;
  612. };
  613. this.init( resolution );
  614. };
  615. THREE.MarchingCubes.prototype = Object.create( THREE.ImmediateRenderObject.prototype );
  616. THREE.MarchingCubes.prototype.constructor = THREE.MarchingCubes;
  617. /////////////////////////////////////
  618. // Marching cubes lookup tables
  619. /////////////////////////////////////
  620. // These tables are straight from Paul Bourke's page:
  621. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  622. // who in turn got them from Cory Gene Bloyd.
  623. THREE.edgeTable = new Int32Array( [
  624. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  625. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  626. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  627. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  628. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  629. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  630. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  631. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  632. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  633. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  634. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  635. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  636. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  637. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  638. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  639. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  640. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  641. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  642. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  643. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  644. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  645. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  646. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  647. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  648. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  649. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  650. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  651. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  652. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  653. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  654. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  655. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  656. THREE.triTable = new Int32Array( [
  657. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  658. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  659. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  660. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  661. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  662. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  663. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  664. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  665. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  666. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  667. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  668. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  669. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  670. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  671. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  672. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  673. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  674. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  675. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  676. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  677. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  678. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  679. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  680. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  681. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  682. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  683. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  684. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  685. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  686. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  687. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  688. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  689. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  690. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  691. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  692. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  693. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  694. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  695. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  696. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  697. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  698. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  699. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  700. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  701. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  702. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  703. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  704. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  705. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  706. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  707. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  708. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  709. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  711. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  712. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  713. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  714. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  715. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  716. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  717. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  718. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  719. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  720. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  721. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  722. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  723. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  724. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  725. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  726. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  727. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  728. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  729. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  730. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  731. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  732. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  733. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  734. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  735. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  736. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  737. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  738. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  739. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  740. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  741. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  742. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  743. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  744. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  745. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  746. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  747. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  748. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  749. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  750. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  751. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  752. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  753. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  754. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  755. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  757. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  758. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  759. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  760. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  761. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  762. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  763. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  764. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  765. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  766. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  767. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  768. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  769. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  770. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  771. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  772. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  773. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  774. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  775. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  776. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  777. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  778. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  779. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  780. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  781. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  782. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  783. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  784. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  785. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  786. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  787. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  788. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  789. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  790. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  791. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  792. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  793. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  794. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  795. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  796. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  797. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  798. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  799. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  800. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  801. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  802. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  803. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  804. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  805. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  806. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  807. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  808. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  809. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  810. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  811. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  812. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  813. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  814. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  815. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  816. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  817. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  818. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  819. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  820. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  821. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  822. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  823. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  824. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  825. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  826. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  827. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  828. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  829. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  830. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  831. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  832. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  833. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  834. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  835. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  836. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  837. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  838. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  839. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  840. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  841. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  842. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  843. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  844. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  845. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  846. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  847. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  848. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  849. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  850. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  851. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  852. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  853. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  854. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  855. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  856. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  857. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  858. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  859. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  860. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  861. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  862. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  863. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  864. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  865. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  866. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  867. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  868. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  869. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  870. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  871. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  872. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  873. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  874. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  875. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  876. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  877. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  878. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  879. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  880. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  881. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  882. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  883. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  884. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  885. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  886. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  887. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  888. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  889. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  890. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  891. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  892. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  893. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  894. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  895. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  896. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  897. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  898. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  899. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  900. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  901. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  902. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  903. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  904. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  905. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  906. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  907. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  908. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  909. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  910. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  911. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  912. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );