MarchingCubes.js 38 KB

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