MarchingCubes.js 37 KB

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  1. ( function () {
  2. /**
  3. * Port of http://webglsamples.org/blob/blob.html
  4. */
  5. class MarchingCubes extends THREE.Mesh {
  6. constructor( resolution, material, enableUvs = false, enableColors = false, maxPolyCount = 10000 ) {
  7. const geometry = new THREE.BufferGeometry();
  8. super( geometry, material );
  9. this.isMarchingCubes = true;
  10. const scope = this; // temp buffers used in polygonize
  11. const vlist = new Float32Array( 12 * 3 );
  12. const nlist = new Float32Array( 12 * 3 );
  13. const clist = new Float32Array( 12 * 3 );
  14. this.enableUvs = enableUvs;
  15. this.enableColors = enableColors; // functions have to be object properties
  16. // prototype functions kill performance
  17. // (tested and it was 4x slower !!!)
  18. this.init = function ( resolution ) {
  19. this.resolution = resolution; // parameters
  20. this.isolation = 80.0; // size of field, 32 is pushing it in Javascript :)
  21. this.size = resolution;
  22. this.size2 = this.size * this.size;
  23. this.size3 = this.size2 * this.size;
  24. this.halfsize = this.size / 2.0; // deltas
  25. this.delta = 2.0 / this.size;
  26. this.yd = this.size;
  27. this.zd = this.size2;
  28. this.field = new Float32Array( this.size3 );
  29. this.normal_cache = new Float32Array( this.size3 * 3 );
  30. this.palette = new Float32Array( this.size3 * 3 ); //
  31. this.count = 0;
  32. const maxVertexCount = maxPolyCount * 3;
  33. this.positionArray = new Float32Array( maxVertexCount * 3 );
  34. const positionAttribute = new THREE.BufferAttribute( this.positionArray, 3 );
  35. positionAttribute.setUsage( THREE.DynamicDrawUsage );
  36. geometry.setAttribute( 'position', positionAttribute );
  37. this.normalArray = new Float32Array( maxVertexCount * 3 );
  38. const normalAttribute = new THREE.BufferAttribute( this.normalArray, 3 );
  39. normalAttribute.setUsage( THREE.DynamicDrawUsage );
  40. geometry.setAttribute( 'normal', normalAttribute );
  41. if ( this.enableUvs ) {
  42. this.uvArray = new Float32Array( maxVertexCount * 2 );
  43. const uvAttribute = new THREE.BufferAttribute( this.uvArray, 2 );
  44. uvAttribute.setUsage( THREE.DynamicDrawUsage );
  45. geometry.setAttribute( 'uv', uvAttribute );
  46. }
  47. if ( this.enableColors ) {
  48. this.colorArray = new Float32Array( maxVertexCount * 3 );
  49. const colorAttribute = new THREE.BufferAttribute( this.colorArray, 3 );
  50. colorAttribute.setUsage( THREE.DynamicDrawUsage );
  51. geometry.setAttribute( 'color', colorAttribute );
  52. }
  53. }; ///////////////////////
  54. // Polygonization
  55. ///////////////////////
  56. function lerp( a, b, t ) {
  57. return a + ( b - a ) * t;
  58. }
  59. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  60. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  61. nc = scope.normal_cache;
  62. vlist[ offset + 0 ] = x + mu * scope.delta;
  63. vlist[ offset + 1 ] = y;
  64. vlist[ offset + 2 ] = z;
  65. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  66. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  67. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  68. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  69. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  70. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  71. }
  72. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  73. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  74. nc = scope.normal_cache;
  75. vlist[ offset + 0 ] = x;
  76. vlist[ offset + 1 ] = y + mu * scope.delta;
  77. vlist[ offset + 2 ] = z;
  78. const q2 = q + scope.yd * 3;
  79. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  80. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  81. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  82. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  83. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  84. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  85. }
  86. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  87. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  88. nc = scope.normal_cache;
  89. vlist[ offset + 0 ] = x;
  90. vlist[ offset + 1 ] = y;
  91. vlist[ offset + 2 ] = z + mu * scope.delta;
  92. const q2 = q + scope.zd * 3;
  93. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  94. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  95. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  96. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  97. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  98. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  99. }
  100. function compNorm( q ) {
  101. const q3 = q * 3;
  102. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  103. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  104. scope.normal_cache[ q3 + 1 ] = scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  105. scope.normal_cache[ q3 + 2 ] = scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  106. }
  107. } // Returns total number of triangles. Fills triangles.
  108. // (this is where most of time is spent - it's inner work of O(n3) loop )
  109. function polygonize( fx, fy, fz, q, isol ) {
  110. // cache indices
  111. const q1 = q + 1,
  112. qy = q + scope.yd,
  113. qz = q + scope.zd,
  114. q1y = q1 + scope.yd,
  115. q1z = q1 + scope.zd,
  116. qyz = q + scope.yd + scope.zd,
  117. q1yz = q1 + scope.yd + scope.zd;
  118. let cubeindex = 0;
  119. const field0 = scope.field[ q ],
  120. field1 = scope.field[ q1 ],
  121. field2 = scope.field[ qy ],
  122. field3 = scope.field[ q1y ],
  123. field4 = scope.field[ qz ],
  124. field5 = scope.field[ q1z ],
  125. field6 = scope.field[ qyz ],
  126. field7 = scope.field[ q1yz ];
  127. if ( field0 < isol ) cubeindex |= 1;
  128. if ( field1 < isol ) cubeindex |= 2;
  129. if ( field2 < isol ) cubeindex |= 8;
  130. if ( field3 < isol ) cubeindex |= 4;
  131. if ( field4 < isol ) cubeindex |= 16;
  132. if ( field5 < isol ) cubeindex |= 32;
  133. if ( field6 < isol ) cubeindex |= 128;
  134. if ( field7 < isol ) cubeindex |= 64; // if cube is entirely in/out of the surface - bail, nothing to draw
  135. const bits = edgeTable[ cubeindex ];
  136. if ( bits === 0 ) return 0;
  137. const d = scope.delta,
  138. fx2 = fx + d,
  139. fy2 = fy + d,
  140. fz2 = fz + d; // top of the cube
  141. if ( bits & 1 ) {
  142. compNorm( q );
  143. compNorm( q1 );
  144. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  145. }
  146. if ( bits & 2 ) {
  147. compNorm( q1 );
  148. compNorm( q1y );
  149. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  150. }
  151. if ( bits & 4 ) {
  152. compNorm( qy );
  153. compNorm( q1y );
  154. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  155. }
  156. if ( bits & 8 ) {
  157. compNorm( q );
  158. compNorm( qy );
  159. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  160. } // bottom of the cube
  161. if ( bits & 16 ) {
  162. compNorm( qz );
  163. compNorm( q1z );
  164. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  165. }
  166. if ( bits & 32 ) {
  167. compNorm( q1z );
  168. compNorm( q1yz );
  169. VIntY( q1z * 3, 15, isol, fx2, fy, fz2, field5, field7, q1z, q1yz );
  170. }
  171. if ( bits & 64 ) {
  172. compNorm( qyz );
  173. compNorm( q1yz );
  174. VIntX( qyz * 3, 18, isol, fx, fy2, fz2, field6, field7, qyz, q1yz );
  175. }
  176. if ( bits & 128 ) {
  177. compNorm( qz );
  178. compNorm( qyz );
  179. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  180. } // vertical lines of the cube
  181. if ( bits & 256 ) {
  182. compNorm( q );
  183. compNorm( qz );
  184. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  185. }
  186. if ( bits & 512 ) {
  187. compNorm( q1 );
  188. compNorm( q1z );
  189. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  190. }
  191. if ( bits & 1024 ) {
  192. compNorm( q1y );
  193. compNorm( q1yz );
  194. VIntZ( q1y * 3, 30, isol, fx2, fy2, fz, field3, field7, q1y, q1yz );
  195. }
  196. if ( bits & 2048 ) {
  197. compNorm( qy );
  198. compNorm( qyz );
  199. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  200. }
  201. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  202. let o1,
  203. o2,
  204. o3,
  205. numtris = 0,
  206. i = 0; // here is where triangles are created
  207. while ( triTable[ cubeindex + i ] != - 1 ) {
  208. o1 = cubeindex + i;
  209. o2 = o1 + 1;
  210. o3 = o1 + 2;
  211. posnormtriv( vlist, nlist, clist, 3 * triTable[ o1 ], 3 * triTable[ o2 ], 3 * triTable[ o3 ] );
  212. i += 3;
  213. numtris ++;
  214. }
  215. return numtris;
  216. }
  217. function posnormtriv( pos, norm, colors, o1, o2, o3 ) {
  218. const c = scope.count * 3; // positions
  219. scope.positionArray[ c + 0 ] = pos[ o1 ];
  220. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  221. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  222. scope.positionArray[ c + 3 ] = pos[ o2 ];
  223. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  224. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  225. scope.positionArray[ c + 6 ] = pos[ o3 ];
  226. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  227. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ]; // normals
  228. if ( scope.material.flatShading === true ) {
  229. const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  230. const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  231. const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  232. scope.normalArray[ c + 0 ] = nx;
  233. scope.normalArray[ c + 1 ] = ny;
  234. scope.normalArray[ c + 2 ] = nz;
  235. scope.normalArray[ c + 3 ] = nx;
  236. scope.normalArray[ c + 4 ] = ny;
  237. scope.normalArray[ c + 5 ] = nz;
  238. scope.normalArray[ c + 6 ] = nx;
  239. scope.normalArray[ c + 7 ] = ny;
  240. scope.normalArray[ c + 8 ] = nz;
  241. } else {
  242. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  243. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  244. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  245. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  246. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  247. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  248. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  249. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  250. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  251. } // uvs
  252. if ( scope.enableUvs ) {
  253. const d = scope.count * 2;
  254. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  255. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  256. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  257. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  258. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  259. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  260. } // colors
  261. if ( scope.enableColors ) {
  262. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  263. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  264. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  265. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  266. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  267. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  268. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  269. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  270. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  271. }
  272. scope.count += 3;
  273. } /////////////////////////////////////
  274. // Metaballs
  275. /////////////////////////////////////
  276. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  277. // a fixed distance, determined by strength and subtract.
  278. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  279. const sign = Math.sign( strength );
  280. strength = Math.abs( strength );
  281. const userDefineColor = ! ( colors === undefined || colors === null );
  282. let ballColor = new THREE.Color( ballx, bally, ballz );
  283. if ( userDefineColor ) {
  284. try {
  285. ballColor = colors instanceof THREE.Color ? colors : Array.isArray( colors ) ? new THREE.Color( Math.min( Math.abs( colors[ 0 ] ), 1 ), Math.min( Math.abs( colors[ 1 ] ), 1 ), Math.min( Math.abs( colors[ 2 ] ), 1 ) ) : new THREE.Color( colors );
  286. } catch ( err ) {
  287. ballColor = new THREE.Color( ballx, bally, ballz );
  288. }
  289. } // Let's solve the equation to find the radius:
  290. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  291. // strength / (radius^2) = subtract
  292. // strength = subtract * radius^2
  293. // radius^2 = strength / subtract
  294. // radius = sqrt(strength / subtract)
  295. const radius = this.size * Math.sqrt( strength / subtract ),
  296. zs = ballz * this.size,
  297. ys = bally * this.size,
  298. xs = ballx * this.size;
  299. let min_z = Math.floor( zs - radius );
  300. if ( min_z < 1 ) min_z = 1;
  301. let max_z = Math.floor( zs + radius );
  302. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  303. let min_y = Math.floor( ys - radius );
  304. if ( min_y < 1 ) min_y = 1;
  305. let max_y = Math.floor( ys + radius );
  306. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  307. let min_x = Math.floor( xs - radius );
  308. if ( min_x < 1 ) min_x = 1;
  309. let max_x = Math.floor( xs + radius );
  310. if ( max_x > this.size - 1 ) max_x = this.size - 1; // Don't polygonize in the outer layer because normals aren't
  311. // well-defined there.
  312. let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  313. for ( z = min_z; z < max_z; z ++ ) {
  314. z_offset = this.size2 * z;
  315. fz = z / this.size - ballz;
  316. fz2 = fz * fz;
  317. for ( y = min_y; y < max_y; y ++ ) {
  318. y_offset = z_offset + this.size * y;
  319. fy = y / this.size - bally;
  320. fy2 = fy * fy;
  321. for ( x = min_x; x < max_x; x ++ ) {
  322. fx = x / this.size - ballx;
  323. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  324. if ( val > 0.0 ) {
  325. this.field[ y_offset + x ] += val * sign; // optimization
  326. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  327. const ratio = Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  328. const contrib = 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  329. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  330. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  331. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  332. }
  333. }
  334. }
  335. }
  336. };
  337. this.addPlaneX = function ( strength, subtract ) {
  338. // cache attribute lookups
  339. const size = this.size,
  340. yd = this.yd,
  341. zd = this.zd,
  342. field = this.field;
  343. let x,
  344. y,
  345. z,
  346. xx,
  347. val,
  348. xdiv,
  349. cxy,
  350. dist = size * Math.sqrt( strength / subtract );
  351. if ( dist > size ) dist = size;
  352. for ( x = 0; x < dist; x ++ ) {
  353. xdiv = x / size;
  354. xx = xdiv * xdiv;
  355. val = strength / ( 0.0001 + xx ) - subtract;
  356. if ( val > 0.0 ) {
  357. for ( y = 0; y < size; y ++ ) {
  358. cxy = x + y * yd;
  359. for ( z = 0; z < size; z ++ ) {
  360. field[ zd * z + cxy ] += val;
  361. }
  362. }
  363. }
  364. }
  365. };
  366. this.addPlaneY = function ( strength, subtract ) {
  367. // cache attribute lookups
  368. const size = this.size,
  369. yd = this.yd,
  370. zd = this.zd,
  371. field = this.field;
  372. let x,
  373. y,
  374. z,
  375. yy,
  376. val,
  377. ydiv,
  378. cy,
  379. cxy,
  380. dist = size * Math.sqrt( strength / subtract );
  381. if ( dist > size ) dist = size;
  382. for ( y = 0; y < dist; y ++ ) {
  383. ydiv = y / size;
  384. yy = ydiv * ydiv;
  385. val = strength / ( 0.0001 + yy ) - subtract;
  386. if ( val > 0.0 ) {
  387. cy = y * yd;
  388. for ( x = 0; x < size; x ++ ) {
  389. cxy = cy + x;
  390. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  391. }
  392. }
  393. }
  394. };
  395. this.addPlaneZ = function ( strength, subtract ) {
  396. // cache attribute lookups
  397. const size = this.size,
  398. yd = this.yd,
  399. zd = this.zd,
  400. field = this.field;
  401. let x,
  402. y,
  403. z,
  404. zz,
  405. val,
  406. zdiv,
  407. cz,
  408. cyz,
  409. dist = size * Math.sqrt( strength / subtract );
  410. if ( dist > size ) dist = size;
  411. for ( z = 0; z < dist; z ++ ) {
  412. zdiv = z / size;
  413. zz = zdiv * zdiv;
  414. val = strength / ( 0.0001 + zz ) - subtract;
  415. if ( val > 0.0 ) {
  416. cz = zd * z;
  417. for ( y = 0; y < size; y ++ ) {
  418. cyz = cz + y * yd;
  419. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  420. }
  421. }
  422. }
  423. }; /////////////////////////////////////
  424. // Updates
  425. /////////////////////////////////////
  426. this.setCell = function ( x, y, z, value ) {
  427. const index = this.size2 * z + this.size * y + x;
  428. this.field[ index ] = value;
  429. };
  430. this.getCell = function ( x, y, z ) {
  431. const index = this.size2 * z + this.size * y + x;
  432. return this.field[ index ];
  433. };
  434. this.blur = function ( intensity = 1 ) {
  435. const field = this.field;
  436. const fieldCopy = field.slice();
  437. const size = this.size;
  438. const size2 = this.size2;
  439. for ( let x = 0; x < size; x ++ ) {
  440. for ( let y = 0; y < size; y ++ ) {
  441. for ( let z = 0; z < size; z ++ ) {
  442. const index = size2 * z + size * y + x;
  443. let val = fieldCopy[ index ];
  444. let count = 1;
  445. for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {
  446. const x3 = x2 + x;
  447. if ( x3 < 0 || x3 >= size ) continue;
  448. for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {
  449. const y3 = y2 + y;
  450. if ( y3 < 0 || y3 >= size ) continue;
  451. for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {
  452. const z3 = z2 + z;
  453. if ( z3 < 0 || z3 >= size ) continue;
  454. const index2 = size2 * z3 + size * y3 + x3;
  455. const val2 = fieldCopy[ index2 ];
  456. count ++;
  457. val += intensity * ( val2 - val ) / count;
  458. }
  459. }
  460. }
  461. field[ index ] = val;
  462. }
  463. }
  464. }
  465. };
  466. this.reset = function () {
  467. // wipe the normal cache
  468. for ( let i = 0; i < this.size3; i ++ ) {
  469. this.normal_cache[ i * 3 ] = 0.0;
  470. this.field[ i ] = 0.0;
  471. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[ i * 3 + 2 ] = 0.0;
  472. }
  473. };
  474. this.update = function () {
  475. this.count = 0; // Triangulate. Yeah, this is slow.
  476. const smin2 = this.size - 2;
  477. for ( let z = 1; z < smin2; z ++ ) {
  478. const z_offset = this.size2 * z;
  479. const fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  480. for ( let y = 1; y < smin2; y ++ ) {
  481. const y_offset = z_offset + this.size * y;
  482. const fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  483. for ( let x = 1; x < smin2; x ++ ) {
  484. const fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  485. const q = y_offset + x;
  486. polygonize( fx, fy, fz, q, this.isolation );
  487. }
  488. }
  489. } // set the draw range to only the processed triangles
  490. this.geometry.setDrawRange( 0, this.count ); // update geometry data
  491. geometry.getAttribute( 'position' ).needsUpdate = true;
  492. geometry.getAttribute( 'normal' ).needsUpdate = true;
  493. if ( this.enableUvs ) geometry.getAttribute( 'uv' ).needsUpdate = true;
  494. if ( this.enableColors ) geometry.getAttribute( 'color' ).needsUpdate = true; // safety check
  495. if ( this.count / 3 > maxPolyCount ) console.warn( 'THREE.MarchingCubes: Geometry buffers too small for rendering. Please create an instance with a higher poly count.' );
  496. };
  497. this.init( resolution );
  498. }
  499. } /////////////////////////////////////
  500. // Marching cubes lookup tables
  501. /////////////////////////////////////
  502. // These tables are straight from Paul Bourke's page:
  503. // http://paulbourke.net/geometry/polygonise/
  504. // who in turn got them from Cory Gene Bloyd.
  505. const edgeTable = new Int32Array( [ 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00, 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90, 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30, 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0, 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60, 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0, 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950, 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc, 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0, 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0, 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650, 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0, 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460, 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0, 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230, 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190, 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  506. const triTable = new Int32Array( [ - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1, 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1, 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1, 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1, 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1, 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1, 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1, 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1, 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1, 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1, 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1, 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1, 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1, 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1, 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1, 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1, 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1, 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1, 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1, 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1, 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1, 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1, 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1, 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1, 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1, 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1, 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1, 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1, 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1, 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1, 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1, 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1, 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1, 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1, 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1, 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1, 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1, 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1, 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1, 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1, 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1, 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1, 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1, 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1, 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1, 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1, 7, 11, 6, - 1, - 1, - 1, - 1, - 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1, 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1, 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1, 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
  507. THREE.MarchingCubes = MarchingCubes;
  508. THREE.edgeTable = edgeTable;
  509. THREE.triTable = triTable;
  510. } )();