MarchingCubes.js 39 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275
  1. console.warn( "THREE.MarchingCubes: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * @author alteredq / http://alteredqualia.com/
  4. * @author mrdoob / http://mrdoob.com
  5. * @author chaht01 / http://hyuntak.com
  6. * Port of http://webglsamples.org/blob/blob.html
  7. */
  8. THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors ) {
  9. THREE.ImmediateRenderObject.call( this, material );
  10. var scope = this;
  11. // temp buffers used in polygonize
  12. var vlist = new Float32Array( 12 * 3 );
  13. var nlist = new Float32Array( 12 * 3 );
  14. var clist = new Float32Array( 12 * 3 );
  15. this.enableUvs = enableUvs !== undefined ? enableUvs : false;
  16. this.enableColors = enableColors !== undefined ? enableColors : false;
  17. // functions have to be object properties
  18. // prototype functions kill performance
  19. // (tested and it was 4x slower !!!)
  20. this.init = function ( resolution ) {
  21. this.resolution = resolution;
  22. // parameters
  23. this.isolation = 80.0;
  24. // size of field, 32 is pushing it in Javascript :)
  25. this.size = resolution;
  26. this.size2 = this.size * this.size;
  27. this.size3 = this.size2 * this.size;
  28. this.halfsize = this.size / 2.0;
  29. // deltas
  30. this.delta = 2.0 / this.size;
  31. this.yd = this.size;
  32. this.zd = this.size2;
  33. this.field = new Float32Array( this.size3 );
  34. this.normal_cache = new Float32Array( this.size3 * 3 );
  35. this.palette = new Float32Array( this.size3 * 3 );
  36. // immediate render mode simulator
  37. this.maxCount = 4096; // TODO: find the fastest size for this buffer
  38. this.count = 0;
  39. this.hasPositions = false;
  40. this.hasNormals = false;
  41. this.hasColors = false;
  42. this.hasUvs = false;
  43. this.positionArray = new Float32Array( this.maxCount * 3 );
  44. this.normalArray = new Float32Array( this.maxCount * 3 );
  45. if ( this.enableUvs ) {
  46. this.uvArray = new Float32Array( this.maxCount * 2 );
  47. }
  48. if ( this.enableColors ) {
  49. this.colorArray = new Float32Array( this.maxCount * 3 );
  50. }
  51. };
  52. ///////////////////////
  53. // Polygonization
  54. ///////////////////////
  55. function lerp( a, b, t ) {
  56. return a + ( b - a ) * t;
  57. }
  58. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  59. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  60. nc = scope.normal_cache;
  61. vlist[ offset + 0 ] = x + mu * scope.delta;
  62. vlist[ offset + 1 ] = y;
  63. vlist[ offset + 2 ] = z;
  64. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  65. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  66. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  67. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  68. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  69. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  70. }
  71. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  72. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  73. nc = scope.normal_cache;
  74. vlist[ offset + 0 ] = x;
  75. vlist[ offset + 1 ] = y + mu * scope.delta;
  76. vlist[ offset + 2 ] = z;
  77. var q2 = q + scope.yd * 3;
  78. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  79. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  80. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  81. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  82. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  83. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  84. }
  85. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  86. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  87. nc = scope.normal_cache;
  88. vlist[ offset + 0 ] = x;
  89. vlist[ offset + 1 ] = y;
  90. vlist[ offset + 2 ] = z + mu * scope.delta;
  91. var q2 = q + scope.zd * 3;
  92. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  93. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  94. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  95. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  96. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  97. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  98. }
  99. function compNorm( q ) {
  100. var q3 = q * 3;
  101. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  102. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  103. scope.normal_cache[ q3 + 1 ] =
  104. scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  105. scope.normal_cache[ q3 + 2 ] =
  106. scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  107. }
  108. }
  109. // Returns total number of triangles. Fills triangles.
  110. // (this is where most of time is spent - it's inner work of O(n3) loop )
  111. function polygonize( fx, fy, fz, q, isol, renderCallback ) {
  112. // cache indices
  113. var q1 = q + 1,
  114. qy = q + scope.yd,
  115. qz = q + scope.zd,
  116. q1y = q1 + scope.yd,
  117. q1z = q1 + scope.zd,
  118. qyz = q + scope.yd + scope.zd,
  119. q1yz = q1 + scope.yd + scope.zd;
  120. var cubeindex = 0,
  121. field0 = scope.field[ q ],
  122. field1 = scope.field[ q1 ],
  123. field2 = scope.field[ qy ],
  124. field3 = scope.field[ q1y ],
  125. field4 = scope.field[ qz ],
  126. field5 = scope.field[ q1z ],
  127. field6 = scope.field[ qyz ],
  128. field7 = scope.field[ q1yz ];
  129. if ( field0 < isol ) cubeindex |= 1;
  130. if ( field1 < isol ) cubeindex |= 2;
  131. if ( field2 < isol ) cubeindex |= 8;
  132. if ( field3 < isol ) cubeindex |= 4;
  133. if ( field4 < isol ) cubeindex |= 16;
  134. if ( field5 < isol ) cubeindex |= 32;
  135. if ( field6 < isol ) cubeindex |= 128;
  136. if ( field7 < isol ) cubeindex |= 64;
  137. // if cube is entirely in/out of the surface - bail, nothing to draw
  138. var bits = THREE.edgeTable[ cubeindex ];
  139. if ( bits === 0 ) return 0;
  140. var d = scope.delta,
  141. fx2 = fx + d,
  142. fy2 = fy + d,
  143. fz2 = fz + d;
  144. // top of the cube
  145. if ( bits & 1 ) {
  146. compNorm( q );
  147. compNorm( q1 );
  148. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  149. }
  150. if ( bits & 2 ) {
  151. compNorm( q1 );
  152. compNorm( q1y );
  153. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  154. }
  155. if ( bits & 4 ) {
  156. compNorm( qy );
  157. compNorm( q1y );
  158. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  159. }
  160. if ( bits & 8 ) {
  161. compNorm( q );
  162. compNorm( qy );
  163. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  164. }
  165. // bottom of the cube
  166. if ( bits & 16 ) {
  167. compNorm( qz );
  168. compNorm( q1z );
  169. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  170. }
  171. if ( bits & 32 ) {
  172. compNorm( q1z );
  173. compNorm( q1yz );
  174. VIntY(
  175. q1z * 3,
  176. 15,
  177. isol,
  178. fx2,
  179. fy,
  180. fz2,
  181. field5,
  182. field7,
  183. q1z,
  184. q1yz
  185. );
  186. }
  187. if ( bits & 64 ) {
  188. compNorm( qyz );
  189. compNorm( q1yz );
  190. VIntX(
  191. qyz * 3,
  192. 18,
  193. isol,
  194. fx,
  195. fy2,
  196. fz2,
  197. field6,
  198. field7,
  199. qyz,
  200. q1yz
  201. );
  202. }
  203. if ( bits & 128 ) {
  204. compNorm( qz );
  205. compNorm( qyz );
  206. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  207. }
  208. // vertical lines of the cube
  209. if ( bits & 256 ) {
  210. compNorm( q );
  211. compNorm( qz );
  212. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  213. }
  214. if ( bits & 512 ) {
  215. compNorm( q1 );
  216. compNorm( q1z );
  217. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  218. }
  219. if ( bits & 1024 ) {
  220. compNorm( q1y );
  221. compNorm( q1yz );
  222. VIntZ(
  223. q1y * 3,
  224. 30,
  225. isol,
  226. fx2,
  227. fy2,
  228. fz,
  229. field3,
  230. field7,
  231. q1y,
  232. q1yz
  233. );
  234. }
  235. if ( bits & 2048 ) {
  236. compNorm( qy );
  237. compNorm( qyz );
  238. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  239. }
  240. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  241. var o1,
  242. o2,
  243. o3,
  244. numtris = 0,
  245. i = 0;
  246. // here is where triangles are created
  247. while ( THREE.triTable[ cubeindex + i ] != - 1 ) {
  248. o1 = cubeindex + i;
  249. o2 = o1 + 1;
  250. o3 = o1 + 2;
  251. posnormtriv(
  252. vlist,
  253. nlist,
  254. clist,
  255. 3 * THREE.triTable[ o1 ],
  256. 3 * THREE.triTable[ o2 ],
  257. 3 * THREE.triTable[ o3 ],
  258. renderCallback
  259. );
  260. i += 3;
  261. numtris ++;
  262. }
  263. return numtris;
  264. }
  265. /////////////////////////////////////
  266. // Immediate render mode simulator
  267. /////////////////////////////////////
  268. function posnormtriv( pos, norm, colors, o1, o2, o3, renderCallback ) {
  269. var c = scope.count * 3;
  270. // positions
  271. scope.positionArray[ c + 0 ] = pos[ o1 ];
  272. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  273. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  274. scope.positionArray[ c + 3 ] = pos[ o2 ];
  275. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  276. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  277. scope.positionArray[ c + 6 ] = pos[ o3 ];
  278. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  279. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  280. // normals
  281. if ( scope.material.flatShading === true ) {
  282. var nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  283. var ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  284. var nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  285. scope.normalArray[ c + 0 ] = nx;
  286. scope.normalArray[ c + 1 ] = ny;
  287. scope.normalArray[ c + 2 ] = nz;
  288. scope.normalArray[ c + 3 ] = nx;
  289. scope.normalArray[ c + 4 ] = ny;
  290. scope.normalArray[ c + 5 ] = nz;
  291. scope.normalArray[ c + 6 ] = nx;
  292. scope.normalArray[ c + 7 ] = ny;
  293. scope.normalArray[ c + 8 ] = nz;
  294. } else {
  295. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  296. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  297. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  298. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  299. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  300. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  301. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  302. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  303. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  304. }
  305. // uvs
  306. if ( scope.enableUvs ) {
  307. var d = scope.count * 2;
  308. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  309. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  310. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  311. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  312. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  313. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  314. }
  315. // colors
  316. if ( scope.enableColors ) {
  317. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  318. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  319. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  320. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  321. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  322. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  323. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  324. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  325. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  326. }
  327. scope.count += 3;
  328. if ( scope.count >= scope.maxCount - 3 ) {
  329. scope.hasPositions = true;
  330. scope.hasNormals = true;
  331. if ( scope.enableUvs ) {
  332. scope.hasUvs = true;
  333. }
  334. if ( scope.enableColors ) {
  335. scope.hasColors = true;
  336. }
  337. renderCallback( scope );
  338. }
  339. }
  340. this.begin = function () {
  341. this.count = 0;
  342. this.hasPositions = false;
  343. this.hasNormals = false;
  344. this.hasUvs = false;
  345. this.hasColors = false;
  346. };
  347. this.end = function ( renderCallback ) {
  348. if ( this.count === 0 ) return;
  349. for ( var i = this.count * 3; i < this.positionArray.length; i ++ ) {
  350. this.positionArray[ i ] = 0.0;
  351. }
  352. this.hasPositions = true;
  353. this.hasNormals = true;
  354. if ( this.enableUvs && this.material.map ) {
  355. this.hasUvs = true;
  356. }
  357. if ( this.enableColors && this.material.vertexColors !== THREE.NoColors ) {
  358. this.hasColors = true;
  359. }
  360. renderCallback( this );
  361. };
  362. /////////////////////////////////////
  363. // Metaballs
  364. /////////////////////////////////////
  365. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  366. // a fixed distance, determined by strength and subtract.
  367. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  368. var sign = Math.sign( strength );
  369. strength = Math.abs( strength );
  370. var userDefineColor = ! ( colors === undefined || colors === null );
  371. var ballColor = new THREE.Color( ballx, bally, ballz );
  372. if ( userDefineColor ) {
  373. try {
  374. ballColor =
  375. colors instanceof THREE.Color
  376. ? colors
  377. : Array.isArray( colors )
  378. ? new THREE.Color(
  379. Math.min( Math.abs( colors[ 0 ] ), 1 ),
  380. Math.min( Math.abs( colors[ 1 ] ), 1 ),
  381. Math.min( Math.abs( colors[ 2 ] ), 1 )
  382. )
  383. : new THREE.Color( colors );
  384. } catch ( err ) {
  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.setCell = function ( x, y, z, value ) {
  531. var index = this.size2 * z + this.size * y + x;
  532. this.field[ index ] = value;
  533. };
  534. this.getCell = function ( x, y, z ) {
  535. var index = this.size2 * z + this.size * y + x;
  536. return this.field[ index ];
  537. };
  538. this.blur = function ( intensity ) {
  539. if ( intensity === undefined ) {
  540. intensity = 1;
  541. }
  542. var field = this.field;
  543. var fieldCopy = field.slice();
  544. var size = this.size;
  545. var size2 = this.size2;
  546. for ( var x = 0; x < size; x ++ ) {
  547. for ( var y = 0; y < size; y ++ ) {
  548. for ( var z = 0; z < size; z ++ ) {
  549. var index = size2 * z + size * y + x;
  550. var val = fieldCopy[ index ];
  551. var count = 1;
  552. for ( var x2 = - 1; x2 <= 1; x2 += 2 ) {
  553. var x3 = x2 + x;
  554. if ( x3 < 0 || x3 >= size ) continue;
  555. for ( var y2 = - 1; y2 <= 1; y2 += 2 ) {
  556. var y3 = y2 + y;
  557. if ( y3 < 0 || y3 >= size ) continue;
  558. for ( var z2 = - 1; z2 <= 1; z2 += 2 ) {
  559. var z3 = z2 + z;
  560. if ( z3 < 0 || z3 >= size ) continue;
  561. var index2 = size2 * z3 + size * y3 + x3;
  562. var val2 = fieldCopy[ index2 ];
  563. count ++;
  564. val += intensity * ( val2 - val ) / count;
  565. }
  566. }
  567. }
  568. field[ index ] = val;
  569. }
  570. }
  571. }
  572. };
  573. this.reset = function () {
  574. var i;
  575. // wipe the normal cache
  576. for ( i = 0; i < this.size3; i ++ ) {
  577. this.normal_cache[ i * 3 ] = 0.0;
  578. this.field[ i ] = 0.0;
  579. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  580. i * 3 + 2
  581. ] = 0.0;
  582. }
  583. };
  584. this.render = function ( renderCallback ) {
  585. this.begin();
  586. // Triangulate. Yeah, this is slow.
  587. var smin2 = this.size - 2;
  588. for ( var z = 1; z < smin2; z ++ ) {
  589. var z_offset = this.size2 * z;
  590. var fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  591. for ( var y = 1; y < smin2; y ++ ) {
  592. var y_offset = z_offset + this.size * y;
  593. var fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  594. for ( var x = 1; x < smin2; x ++ ) {
  595. var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  596. var q = y_offset + x;
  597. polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  598. }
  599. }
  600. }
  601. this.end( renderCallback );
  602. };
  603. this.generateGeometry = function () {
  604. console.warn(
  605. "THREE.MarchingCubes: generateGeometry() now returns THREE.BufferGeometry"
  606. );
  607. return this.generateBufferGeometry();
  608. };
  609. function concatenate( a, b, length ) {
  610. var result = new Float32Array( a.length + length );
  611. result.set( a, 0 );
  612. result.set( b.slice( 0, length ), a.length );
  613. return result;
  614. }
  615. this.generateBufferGeometry = function () {
  616. var geo = new THREE.BufferGeometry();
  617. var posArray = new Float32Array();
  618. var normArray = new Float32Array();
  619. var colorArray = new Float32Array();
  620. var uvArray = new Float32Array();
  621. var scope = this;
  622. var geo_callback = function ( object ) {
  623. if ( scope.hasPositions )
  624. posArray = concatenate(
  625. posArray,
  626. object.positionArray,
  627. object.count * 3
  628. );
  629. if ( scope.hasNormals )
  630. normArray = concatenate(
  631. normArray,
  632. object.normalArray,
  633. object.count * 3
  634. );
  635. if ( scope.hasColors )
  636. colorArray = concatenate(
  637. colorArray,
  638. object.colorArray,
  639. object.count * 3
  640. );
  641. if ( scope.hasUvs )
  642. uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
  643. object.count = 0;
  644. };
  645. this.render( geo_callback );
  646. if ( this.hasPositions )
  647. geo.setAttribute( "position", new THREE.BufferAttribute( posArray, 3 ) );
  648. if ( this.hasNormals )
  649. geo.setAttribute( "normal", new THREE.BufferAttribute( normArray, 3 ) );
  650. if ( this.hasColors )
  651. geo.setAttribute( "color", new THREE.BufferAttribute( colorArray, 3 ) );
  652. if ( this.hasUvs )
  653. geo.setAttribute( "uv", new THREE.BufferAttribute( uvArray, 2 ) );
  654. return geo;
  655. };
  656. this.init( resolution );
  657. };
  658. THREE.MarchingCubes.prototype = Object.create( THREE.ImmediateRenderObject.prototype );
  659. THREE.MarchingCubes.prototype.constructor = THREE.MarchingCubes;
  660. /////////////////////////////////////
  661. // Marching cubes lookup tables
  662. /////////////////////////////////////
  663. // These tables are straight from Paul Bourke's page:
  664. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  665. // who in turn got them from Cory Gene Bloyd.
  666. THREE.edgeTable = new Int32Array( [
  667. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  668. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  669. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  670. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  671. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  672. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  673. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  674. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  675. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  676. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  677. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  678. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  679. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  680. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  681. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  682. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  683. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  684. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  685. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  686. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  687. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  688. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  689. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  690. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  691. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  692. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  693. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  694. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  695. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  696. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  697. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  698. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  699. THREE.triTable = new Int32Array( [
  700. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  701. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  702. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  703. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  704. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  705. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  706. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  707. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  708. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  709. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  711. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  712. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  713. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  714. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  715. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  716. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  717. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  718. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  719. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  720. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  721. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  722. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  723. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  724. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  725. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  726. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  727. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  728. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  729. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  730. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  731. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  732. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  733. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  734. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  735. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  736. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  737. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  738. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  739. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  740. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  741. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  742. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  743. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  744. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  745. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  746. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  747. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  748. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  749. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  750. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  751. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  752. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  753. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  754. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  755. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  757. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  758. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  759. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  760. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  761. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  762. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  763. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  764. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  765. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  766. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  767. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  768. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  769. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  770. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  771. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  772. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  773. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  774. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  775. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  776. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  777. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  778. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  779. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  780. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  781. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  782. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  783. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  784. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  785. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  786. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  787. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  788. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  789. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  790. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  791. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  792. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  793. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  794. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  795. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  796. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  797. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  798. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  799. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  800. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  801. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  802. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  803. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  804. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  805. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  806. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  807. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  808. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  809. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  810. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  811. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  812. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  813. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  814. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  815. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  816. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  817. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  818. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  819. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  820. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  821. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  822. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  823. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  824. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  825. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  826. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  827. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  828. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  829. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  830. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  831. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  832. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  833. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  834. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  835. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  836. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  837. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  838. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  839. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  840. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  841. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  842. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  843. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  844. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  845. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  846. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  847. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  848. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  849. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  850. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  851. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  852. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  853. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  854. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  855. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  856. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  857. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  858. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  859. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  860. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  861. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  862. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  863. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  864. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  865. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  866. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  867. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  868. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  869. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  870. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  871. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  872. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  873. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  874. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  875. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  876. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  877. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  878. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  879. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  880. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  881. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  882. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  883. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  884. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  885. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  886. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  887. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  888. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  889. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  890. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  891. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  892. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  893. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  894. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  895. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  896. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  897. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  898. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  899. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  900. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  901. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  902. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  903. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  904. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  905. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  906. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  907. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  908. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  909. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  910. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  911. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  912. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  913. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  914. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  915. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  916. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  917. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  918. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  919. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  920. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  921. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  922. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  923. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  924. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  925. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  926. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  927. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  928. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  929. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  930. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  931. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  932. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  933. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  934. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  935. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  936. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  937. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  938. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  939. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  940. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  941. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  942. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  943. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  944. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  945. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  946. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  947. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  948. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  949. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  950. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  951. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  952. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  953. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  954. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  955. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );