MarchingCubes.js 37 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759
  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;
  11. // temp buffers used in polygonize
  12. const vlist = new Float32Array( 12 * 3 );
  13. const nlist = new Float32Array( 12 * 3 );
  14. const clist = new Float32Array( 12 * 3 );
  15. this.enableUvs = enableUvs;
  16. this.enableColors = enableColors;
  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. //
  37. this.count = 0;
  38. const maxVertexCount = maxPolyCount * 3;
  39. this.positionArray = new Float32Array( maxVertexCount * 3 );
  40. const positionAttribute = new THREE.BufferAttribute( this.positionArray, 3 );
  41. positionAttribute.setUsage( THREE.DynamicDrawUsage );
  42. geometry.setAttribute( 'position', positionAttribute );
  43. this.normalArray = new Float32Array( maxVertexCount * 3 );
  44. const normalAttribute = new THREE.BufferAttribute( this.normalArray, 3 );
  45. normalAttribute.setUsage( THREE.DynamicDrawUsage );
  46. geometry.setAttribute( 'normal', normalAttribute );
  47. if ( this.enableUvs ) {
  48. this.uvArray = new Float32Array( maxVertexCount * 2 );
  49. const uvAttribute = new THREE.BufferAttribute( this.uvArray, 2 );
  50. uvAttribute.setUsage( THREE.DynamicDrawUsage );
  51. geometry.setAttribute( 'uv', uvAttribute );
  52. }
  53. if ( this.enableColors ) {
  54. this.colorArray = new Float32Array( maxVertexCount * 3 );
  55. const colorAttribute = new THREE.BufferAttribute( this.colorArray, 3 );
  56. colorAttribute.setUsage( THREE.DynamicDrawUsage );
  57. geometry.setAttribute( 'color', colorAttribute );
  58. }
  59. };
  60. ///////////////////////
  61. // Polygonization
  62. ///////////////////////
  63. function lerp( a, b, t ) {
  64. return a + ( b - a ) * t;
  65. }
  66. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  67. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  68. nc = scope.normal_cache;
  69. vlist[ offset + 0 ] = x + mu * scope.delta;
  70. vlist[ offset + 1 ] = y;
  71. vlist[ offset + 2 ] = z;
  72. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  73. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  74. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  75. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  76. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  77. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  78. }
  79. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  80. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  81. nc = scope.normal_cache;
  82. vlist[ offset + 0 ] = x;
  83. vlist[ offset + 1 ] = y + mu * scope.delta;
  84. vlist[ offset + 2 ] = z;
  85. const q2 = q + scope.yd * 3;
  86. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  87. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  88. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  89. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  90. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  91. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  92. }
  93. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  94. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  95. nc = scope.normal_cache;
  96. vlist[ offset + 0 ] = x;
  97. vlist[ offset + 1 ] = y;
  98. vlist[ offset + 2 ] = z + mu * scope.delta;
  99. const q2 = q + scope.zd * 3;
  100. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  101. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  102. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  103. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  104. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  105. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  106. }
  107. function compNorm( q ) {
  108. const q3 = q * 3;
  109. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  110. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  111. scope.normal_cache[ q3 + 1 ] = scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  112. scope.normal_cache[ q3 + 2 ] = scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  113. }
  114. }
  115. // Returns total number of triangles. Fills triangles.
  116. // (this is where most of time is spent - it's inner work of O(n3) loop )
  117. function polygonize( fx, fy, fz, q, isol ) {
  118. // cache indices
  119. const q1 = q + 1,
  120. qy = q + scope.yd,
  121. qz = q + scope.zd,
  122. q1y = q1 + scope.yd,
  123. q1z = q1 + scope.zd,
  124. qyz = q + scope.yd + scope.zd,
  125. q1yz = q1 + scope.yd + scope.zd;
  126. let cubeindex = 0;
  127. const field0 = scope.field[ q ],
  128. field1 = scope.field[ q1 ],
  129. field2 = scope.field[ qy ],
  130. field3 = scope.field[ q1y ],
  131. field4 = scope.field[ qz ],
  132. field5 = scope.field[ q1z ],
  133. field6 = scope.field[ qyz ],
  134. field7 = scope.field[ q1yz ];
  135. if ( field0 < isol ) cubeindex |= 1;
  136. if ( field1 < isol ) cubeindex |= 2;
  137. if ( field2 < isol ) cubeindex |= 8;
  138. if ( field3 < isol ) cubeindex |= 4;
  139. if ( field4 < isol ) cubeindex |= 16;
  140. if ( field5 < isol ) cubeindex |= 32;
  141. if ( field6 < isol ) cubeindex |= 128;
  142. if ( field7 < isol ) cubeindex |= 64;
  143. // if cube is entirely in/out of the surface - bail, nothing to draw
  144. const bits = edgeTable[ cubeindex ];
  145. if ( bits === 0 ) return 0;
  146. const d = scope.delta,
  147. fx2 = fx + d,
  148. fy2 = fy + d,
  149. fz2 = fz + d;
  150. // top of the cube
  151. if ( bits & 1 ) {
  152. compNorm( q );
  153. compNorm( q1 );
  154. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  155. }
  156. if ( bits & 2 ) {
  157. compNorm( q1 );
  158. compNorm( q1y );
  159. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  160. }
  161. if ( bits & 4 ) {
  162. compNorm( qy );
  163. compNorm( q1y );
  164. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  165. }
  166. if ( bits & 8 ) {
  167. compNorm( q );
  168. compNorm( qy );
  169. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  170. }
  171. // bottom of the cube
  172. if ( bits & 16 ) {
  173. compNorm( qz );
  174. compNorm( q1z );
  175. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  176. }
  177. if ( bits & 32 ) {
  178. compNorm( q1z );
  179. compNorm( q1yz );
  180. VIntY( q1z * 3, 15, isol, fx2, fy, fz2, field5, field7, q1z, q1yz );
  181. }
  182. if ( bits & 64 ) {
  183. compNorm( qyz );
  184. compNorm( q1yz );
  185. VIntX( qyz * 3, 18, isol, fx, fy2, fz2, field6, field7, qyz, q1yz );
  186. }
  187. if ( bits & 128 ) {
  188. compNorm( qz );
  189. compNorm( qyz );
  190. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  191. }
  192. // vertical lines of the cube
  193. if ( bits & 256 ) {
  194. compNorm( q );
  195. compNorm( qz );
  196. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  197. }
  198. if ( bits & 512 ) {
  199. compNorm( q1 );
  200. compNorm( q1z );
  201. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  202. }
  203. if ( bits & 1024 ) {
  204. compNorm( q1y );
  205. compNorm( q1yz );
  206. VIntZ( q1y * 3, 30, isol, fx2, fy2, fz, field3, field7, q1y, q1yz );
  207. }
  208. if ( bits & 2048 ) {
  209. compNorm( qy );
  210. compNorm( qyz );
  211. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  212. }
  213. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  214. let o1,
  215. o2,
  216. o3,
  217. numtris = 0,
  218. i = 0;
  219. // here is where triangles are created
  220. while ( triTable[ cubeindex + i ] != - 1 ) {
  221. o1 = cubeindex + i;
  222. o2 = o1 + 1;
  223. o3 = o1 + 2;
  224. posnormtriv( vlist, nlist, clist, 3 * triTable[ o1 ], 3 * triTable[ o2 ], 3 * triTable[ o3 ] );
  225. i += 3;
  226. numtris ++;
  227. }
  228. return numtris;
  229. }
  230. function posnormtriv( pos, norm, colors, o1, o2, o3 ) {
  231. const c = scope.count * 3;
  232. // positions
  233. scope.positionArray[ c + 0 ] = pos[ o1 ];
  234. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  235. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  236. scope.positionArray[ c + 3 ] = pos[ o2 ];
  237. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  238. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  239. scope.positionArray[ c + 6 ] = pos[ o3 ];
  240. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  241. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  242. // normals
  243. if ( scope.material.flatShading === true ) {
  244. const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  245. const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  246. const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  247. scope.normalArray[ c + 0 ] = nx;
  248. scope.normalArray[ c + 1 ] = ny;
  249. scope.normalArray[ c + 2 ] = nz;
  250. scope.normalArray[ c + 3 ] = nx;
  251. scope.normalArray[ c + 4 ] = ny;
  252. scope.normalArray[ c + 5 ] = nz;
  253. scope.normalArray[ c + 6 ] = nx;
  254. scope.normalArray[ c + 7 ] = ny;
  255. scope.normalArray[ c + 8 ] = nz;
  256. } else {
  257. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  258. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  259. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  260. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  261. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  262. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  263. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  264. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  265. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  266. }
  267. // uvs
  268. if ( scope.enableUvs ) {
  269. const d = scope.count * 2;
  270. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  271. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  272. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  273. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  274. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  275. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  276. }
  277. // colors
  278. if ( scope.enableColors ) {
  279. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  280. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  281. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  282. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  283. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  284. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  285. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  286. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  287. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  288. }
  289. scope.count += 3;
  290. }
  291. /////////////////////////////////////
  292. // Metaballs
  293. /////////////////////////////////////
  294. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  295. // a fixed distance, determined by strength and subtract.
  296. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  297. const sign = Math.sign( strength );
  298. strength = Math.abs( strength );
  299. const userDefineColor = ! ( colors === undefined || colors === null );
  300. let ballColor = new THREE.Color( ballx, bally, ballz );
  301. if ( userDefineColor ) {
  302. try {
  303. 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 );
  304. } catch ( err ) {
  305. ballColor = new THREE.Color( ballx, bally, ballz );
  306. }
  307. }
  308. // Let's solve the equation to find the radius:
  309. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  310. // strength / (radius^2) = subtract
  311. // strength = subtract * radius^2
  312. // radius^2 = strength / subtract
  313. // radius = sqrt(strength / subtract)
  314. const radius = this.size * Math.sqrt( strength / subtract ),
  315. zs = ballz * this.size,
  316. ys = bally * this.size,
  317. xs = ballx * this.size;
  318. let min_z = Math.floor( zs - radius );
  319. if ( min_z < 1 ) min_z = 1;
  320. let max_z = Math.floor( zs + radius );
  321. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  322. let min_y = Math.floor( ys - radius );
  323. if ( min_y < 1 ) min_y = 1;
  324. let max_y = Math.floor( ys + radius );
  325. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  326. let min_x = Math.floor( xs - radius );
  327. if ( min_x < 1 ) min_x = 1;
  328. let max_x = Math.floor( xs + radius );
  329. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  330. // Don't polygonize in the outer layer because normals aren't
  331. // well-defined there.
  332. let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  333. for ( z = min_z; z < max_z; z ++ ) {
  334. z_offset = this.size2 * z;
  335. fz = z / this.size - ballz;
  336. fz2 = fz * fz;
  337. for ( y = min_y; y < max_y; y ++ ) {
  338. y_offset = z_offset + this.size * y;
  339. fy = y / this.size - bally;
  340. fy2 = fy * fy;
  341. for ( x = min_x; x < max_x; x ++ ) {
  342. fx = x / this.size - ballx;
  343. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  344. if ( val > 0.0 ) {
  345. this.field[ y_offset + x ] += val * sign;
  346. // optimization
  347. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  348. const ratio = Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  349. const contrib = 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  350. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  351. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  352. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  353. }
  354. }
  355. }
  356. }
  357. };
  358. this.addPlaneX = function ( strength, subtract ) {
  359. // cache attribute lookups
  360. const size = this.size,
  361. yd = this.yd,
  362. zd = this.zd,
  363. field = this.field;
  364. let x,
  365. y,
  366. z,
  367. xx,
  368. val,
  369. xdiv,
  370. cxy,
  371. dist = size * Math.sqrt( strength / subtract );
  372. if ( dist > size ) dist = size;
  373. for ( x = 0; x < dist; x ++ ) {
  374. xdiv = x / size;
  375. xx = xdiv * xdiv;
  376. val = strength / ( 0.0001 + xx ) - subtract;
  377. if ( val > 0.0 ) {
  378. for ( y = 0; y < size; y ++ ) {
  379. cxy = x + y * yd;
  380. for ( z = 0; z < size; z ++ ) {
  381. field[ zd * z + cxy ] += val;
  382. }
  383. }
  384. }
  385. }
  386. };
  387. this.addPlaneY = function ( strength, subtract ) {
  388. // cache attribute lookups
  389. const size = this.size,
  390. yd = this.yd,
  391. zd = this.zd,
  392. field = this.field;
  393. let x,
  394. y,
  395. z,
  396. yy,
  397. val,
  398. ydiv,
  399. cy,
  400. cxy,
  401. dist = size * Math.sqrt( strength / subtract );
  402. if ( dist > size ) dist = size;
  403. for ( y = 0; y < dist; y ++ ) {
  404. ydiv = y / size;
  405. yy = ydiv * ydiv;
  406. val = strength / ( 0.0001 + yy ) - subtract;
  407. if ( val > 0.0 ) {
  408. cy = y * yd;
  409. for ( x = 0; x < size; x ++ ) {
  410. cxy = cy + x;
  411. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  412. }
  413. }
  414. }
  415. };
  416. this.addPlaneZ = function ( strength, subtract ) {
  417. // cache attribute lookups
  418. const size = this.size,
  419. yd = this.yd,
  420. zd = this.zd,
  421. field = this.field;
  422. let x,
  423. y,
  424. z,
  425. zz,
  426. val,
  427. zdiv,
  428. cz,
  429. cyz,
  430. dist = size * Math.sqrt( strength / subtract );
  431. if ( dist > size ) dist = size;
  432. for ( z = 0; z < dist; z ++ ) {
  433. zdiv = z / size;
  434. zz = zdiv * zdiv;
  435. val = strength / ( 0.0001 + zz ) - subtract;
  436. if ( val > 0.0 ) {
  437. cz = zd * z;
  438. for ( y = 0; y < size; y ++ ) {
  439. cyz = cz + y * yd;
  440. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  441. }
  442. }
  443. }
  444. };
  445. /////////////////////////////////////
  446. // Updates
  447. /////////////////////////////////////
  448. this.setCell = function ( x, y, z, value ) {
  449. const index = this.size2 * z + this.size * y + x;
  450. this.field[ index ] = value;
  451. };
  452. this.getCell = function ( x, y, z ) {
  453. const index = this.size2 * z + this.size * y + x;
  454. return this.field[ index ];
  455. };
  456. this.blur = function ( intensity = 1 ) {
  457. const field = this.field;
  458. const fieldCopy = field.slice();
  459. const size = this.size;
  460. const size2 = this.size2;
  461. for ( let x = 0; x < size; x ++ ) {
  462. for ( let y = 0; y < size; y ++ ) {
  463. for ( let z = 0; z < size; z ++ ) {
  464. const index = size2 * z + size * y + x;
  465. let val = fieldCopy[ index ];
  466. let count = 1;
  467. for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {
  468. const x3 = x2 + x;
  469. if ( x3 < 0 || x3 >= size ) continue;
  470. for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {
  471. const y3 = y2 + y;
  472. if ( y3 < 0 || y3 >= size ) continue;
  473. for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {
  474. const z3 = z2 + z;
  475. if ( z3 < 0 || z3 >= size ) continue;
  476. const index2 = size2 * z3 + size * y3 + x3;
  477. const val2 = fieldCopy[ index2 ];
  478. count ++;
  479. val += intensity * ( val2 - val ) / count;
  480. }
  481. }
  482. }
  483. field[ index ] = val;
  484. }
  485. }
  486. }
  487. };
  488. this.reset = function () {
  489. // wipe the normal cache
  490. for ( let i = 0; i < this.size3; i ++ ) {
  491. this.normal_cache[ i * 3 ] = 0.0;
  492. this.field[ i ] = 0.0;
  493. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[ i * 3 + 2 ] = 0.0;
  494. }
  495. };
  496. this.update = function () {
  497. this.count = 0;
  498. // Triangulate. Yeah, this is slow.
  499. const smin2 = this.size - 2;
  500. for ( let z = 1; z < smin2; z ++ ) {
  501. const z_offset = this.size2 * z;
  502. const fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  503. for ( let y = 1; y < smin2; y ++ ) {
  504. const y_offset = z_offset + this.size * y;
  505. const fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  506. for ( let x = 1; x < smin2; x ++ ) {
  507. const fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  508. const q = y_offset + x;
  509. polygonize( fx, fy, fz, q, this.isolation );
  510. }
  511. }
  512. }
  513. // set the draw range to only the processed triangles
  514. this.geometry.setDrawRange( 0, this.count );
  515. // update geometry data
  516. geometry.getAttribute( 'position' ).needsUpdate = true;
  517. geometry.getAttribute( 'normal' ).needsUpdate = true;
  518. if ( this.enableUvs ) geometry.getAttribute( 'uv' ).needsUpdate = true;
  519. if ( this.enableColors ) geometry.getAttribute( 'color' ).needsUpdate = true;
  520. // safety check
  521. if ( this.count / 3 > maxPolyCount ) console.warn( 'THREE.MarchingCubes: Geometry buffers too small for rendering. Please create an instance with a higher poly count.' );
  522. };
  523. this.init( resolution );
  524. }
  525. }
  526. /////////////////////////////////////
  527. // Marching cubes lookup tables
  528. /////////////////////////////////////
  529. // These tables are straight from Paul Bourke's page:
  530. // http://paulbourke.net/geometry/polygonise/
  531. // who in turn got them from Cory Gene Bloyd.
  532. 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 ] );
  533. 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, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1, 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1, 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1, 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1, 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1, 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1, 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1, 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1, 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1, 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1, 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1, 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1, 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1, 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1, 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1, 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1, 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1, 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1, 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1, 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1, 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1, 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1, 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1, 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1, 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1, 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1, 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1, 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1, 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1, 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1, 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1, 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1, 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1, 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1, 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1, 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1, 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1, 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1, 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1, 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1, 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1, 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1, 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1, 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1, 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1, 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1, 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1, 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1, 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1, 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1, 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1, 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1, 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1, 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1, 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1, 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1, 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1, 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1, 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1, 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 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 ] );
  534. THREE.MarchingCubes = MarchingCubes;
  535. THREE.edgeTable = edgeTable;
  536. THREE.triTable = triTable;
  537. } )();