MarchingCubes.js 38 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com
  4. * @author chaht01 / http://hyuntak.com
  5. * Port of http://webglsamples.org/blob/blob.html
  6. */
  7. import {
  8. BufferAttribute,
  9. BufferGeometry,
  10. Color,
  11. ImmediateRenderObject,
  12. NoColors
  13. } from "../../../build/three.module.js";
  14. var MarchingCubes = function ( resolution, material, enableUvs, enableColors ) {
  15. ImmediateRenderObject.call( this, material );
  16. var scope = this;
  17. // temp buffers used in polygonize
  18. var vlist = new Float32Array( 12 * 3 );
  19. var nlist = new Float32Array( 12 * 3 );
  20. var clist = new Float32Array( 12 * 3 );
  21. this.enableUvs = enableUvs !== undefined ? enableUvs : false;
  22. this.enableColors = enableColors !== undefined ? enableColors : false;
  23. // functions have to be object properties
  24. // prototype functions kill performance
  25. // (tested and it was 4x slower !!!)
  26. this.init = function ( resolution ) {
  27. this.resolution = resolution;
  28. // parameters
  29. this.isolation = 80.0;
  30. // size of field, 32 is pushing it in Javascript :)
  31. this.size = resolution;
  32. this.size2 = this.size * this.size;
  33. this.size3 = this.size2 * this.size;
  34. this.halfsize = this.size / 2.0;
  35. // deltas
  36. this.delta = 2.0 / this.size;
  37. this.yd = this.size;
  38. this.zd = this.size2;
  39. this.field = new Float32Array( this.size3 );
  40. this.normal_cache = new Float32Array( this.size3 * 3 );
  41. this.palette = new Float32Array( this.size3 * 3 );
  42. // immediate render mode simulator
  43. this.maxCount = 4096; // TODO: find the fastest size for this buffer
  44. this.count = 0;
  45. this.hasPositions = false;
  46. this.hasNormals = false;
  47. this.hasColors = false;
  48. this.hasUvs = false;
  49. this.positionArray = new Float32Array( this.maxCount * 3 );
  50. this.normalArray = new Float32Array( this.maxCount * 3 );
  51. if ( this.enableUvs ) {
  52. this.uvArray = new Float32Array( this.maxCount * 2 );
  53. }
  54. if ( this.enableColors ) {
  55. this.colorArray = new Float32Array( this.maxCount * 3 );
  56. }
  57. };
  58. ///////////////////////
  59. // Polygonization
  60. ///////////////////////
  61. function lerp( a, b, t ) {
  62. return a + ( b - a ) * t;
  63. }
  64. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  65. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  66. nc = scope.normal_cache;
  67. vlist[ offset + 0 ] = x + mu * scope.delta;
  68. vlist[ offset + 1 ] = y;
  69. vlist[ offset + 2 ] = z;
  70. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  71. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  72. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  73. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  74. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  75. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  76. }
  77. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  78. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  79. nc = scope.normal_cache;
  80. vlist[ offset + 0 ] = x;
  81. vlist[ offset + 1 ] = y + mu * scope.delta;
  82. vlist[ offset + 2 ] = z;
  83. var q2 = q + scope.yd * 3;
  84. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  85. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  86. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  87. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  88. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  89. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  90. }
  91. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  92. var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  93. nc = scope.normal_cache;
  94. vlist[ offset + 0 ] = x;
  95. vlist[ offset + 1 ] = y;
  96. vlist[ offset + 2 ] = z + mu * scope.delta;
  97. var q2 = q + scope.zd * 3;
  98. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  99. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  100. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  101. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  102. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  103. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  104. }
  105. function compNorm( q ) {
  106. var q3 = q * 3;
  107. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  108. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  109. scope.normal_cache[ q3 + 1 ] =
  110. scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  111. scope.normal_cache[ q3 + 2 ] =
  112. 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, renderCallback ) {
  118. // cache indices
  119. var 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. var cubeindex = 0,
  127. 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. var bits = edgeTable[ cubeindex ];
  145. if ( bits === 0 ) return 0;
  146. var 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(
  181. q1z * 3,
  182. 15,
  183. isol,
  184. fx2,
  185. fy,
  186. fz2,
  187. field5,
  188. field7,
  189. q1z,
  190. q1yz
  191. );
  192. }
  193. if ( bits & 64 ) {
  194. compNorm( qyz );
  195. compNorm( q1yz );
  196. VIntX(
  197. qyz * 3,
  198. 18,
  199. isol,
  200. fx,
  201. fy2,
  202. fz2,
  203. field6,
  204. field7,
  205. qyz,
  206. q1yz
  207. );
  208. }
  209. if ( bits & 128 ) {
  210. compNorm( qz );
  211. compNorm( qyz );
  212. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  213. }
  214. // vertical lines of the cube
  215. if ( bits & 256 ) {
  216. compNorm( q );
  217. compNorm( qz );
  218. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  219. }
  220. if ( bits & 512 ) {
  221. compNorm( q1 );
  222. compNorm( q1z );
  223. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  224. }
  225. if ( bits & 1024 ) {
  226. compNorm( q1y );
  227. compNorm( q1yz );
  228. VIntZ(
  229. q1y * 3,
  230. 30,
  231. isol,
  232. fx2,
  233. fy2,
  234. fz,
  235. field3,
  236. field7,
  237. q1y,
  238. q1yz
  239. );
  240. }
  241. if ( bits & 2048 ) {
  242. compNorm( qy );
  243. compNorm( qyz );
  244. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  245. }
  246. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  247. var o1,
  248. o2,
  249. o3,
  250. numtris = 0,
  251. i = 0;
  252. // here is where triangles are created
  253. while ( triTable[ cubeindex + i ] != - 1 ) {
  254. o1 = cubeindex + i;
  255. o2 = o1 + 1;
  256. o3 = o1 + 2;
  257. posnormtriv(
  258. vlist,
  259. nlist,
  260. clist,
  261. 3 * triTable[ o1 ],
  262. 3 * triTable[ o2 ],
  263. 3 * triTable[ o3 ],
  264. renderCallback
  265. );
  266. i += 3;
  267. numtris ++;
  268. }
  269. return numtris;
  270. }
  271. /////////////////////////////////////
  272. // Immediate render mode simulator
  273. /////////////////////////////////////
  274. function posnormtriv( pos, norm, colors, o1, o2, o3, renderCallback ) {
  275. var c = scope.count * 3;
  276. // positions
  277. scope.positionArray[ c + 0 ] = pos[ o1 ];
  278. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  279. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  280. scope.positionArray[ c + 3 ] = pos[ o2 ];
  281. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  282. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  283. scope.positionArray[ c + 6 ] = pos[ o3 ];
  284. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  285. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  286. // normals
  287. if ( scope.material.flatShading === true ) {
  288. var nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  289. var ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  290. var nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  291. scope.normalArray[ c + 0 ] = nx;
  292. scope.normalArray[ c + 1 ] = ny;
  293. scope.normalArray[ c + 2 ] = nz;
  294. scope.normalArray[ c + 3 ] = nx;
  295. scope.normalArray[ c + 4 ] = ny;
  296. scope.normalArray[ c + 5 ] = nz;
  297. scope.normalArray[ c + 6 ] = nx;
  298. scope.normalArray[ c + 7 ] = ny;
  299. scope.normalArray[ c + 8 ] = nz;
  300. } else {
  301. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  302. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  303. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  304. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  305. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  306. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  307. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  308. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  309. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  310. }
  311. // uvs
  312. if ( scope.enableUvs ) {
  313. var d = scope.count * 2;
  314. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  315. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  316. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  317. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  318. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  319. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  320. }
  321. // colors
  322. if ( scope.enableColors ) {
  323. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  324. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  325. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  326. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  327. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  328. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  329. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  330. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  331. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  332. }
  333. scope.count += 3;
  334. if ( scope.count >= scope.maxCount - 3 ) {
  335. scope.hasPositions = true;
  336. scope.hasNormals = true;
  337. if ( scope.enableUvs ) {
  338. scope.hasUvs = true;
  339. }
  340. if ( scope.enableColors ) {
  341. scope.hasColors = true;
  342. }
  343. renderCallback( scope );
  344. }
  345. }
  346. this.begin = function () {
  347. this.count = 0;
  348. this.hasPositions = false;
  349. this.hasNormals = false;
  350. this.hasUvs = false;
  351. this.hasColors = false;
  352. };
  353. this.end = function ( renderCallback ) {
  354. if ( this.count === 0 ) return;
  355. for ( var i = this.count * 3; i < this.positionArray.length; i ++ ) {
  356. this.positionArray[ i ] = 0.0;
  357. }
  358. this.hasPositions = true;
  359. this.hasNormals = true;
  360. if ( this.enableUvs && this.material.map ) {
  361. this.hasUvs = true;
  362. }
  363. if ( this.enableColors && this.material.vertexColors !== NoColors ) {
  364. this.hasColors = true;
  365. }
  366. renderCallback( this );
  367. };
  368. /////////////////////////////////////
  369. // Metaballs
  370. /////////////////////////////////////
  371. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  372. // a fixed distance, determined by strength and subtract.
  373. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  374. var sign = Math.sign( strength );
  375. strength = Math.abs( strength );
  376. var userDefineColor = ! ( colors === undefined || colors === null );
  377. var ballColor = new Color( ballx, bally, ballz );
  378. if ( userDefineColor ) {
  379. try {
  380. ballColor =
  381. colors instanceof Color
  382. ? colors
  383. : Array.isArray( colors )
  384. ? new Color(
  385. Math.min( Math.abs( colors[ 0 ] ), 1 ),
  386. Math.min( Math.abs( colors[ 1 ] ), 1 ),
  387. Math.min( Math.abs( colors[ 2 ] ), 1 )
  388. )
  389. : new Color( colors );
  390. } catch ( err ) {
  391. ballColor = new Color( ballx, bally, ballz );
  392. }
  393. }
  394. // Let's solve the equation to find the radius:
  395. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  396. // strength / (radius^2) = subtract
  397. // strength = subtract * radius^2
  398. // radius^2 = strength / subtract
  399. // radius = sqrt(strength / subtract)
  400. var radius = this.size * Math.sqrt( strength / subtract ),
  401. zs = ballz * this.size,
  402. ys = bally * this.size,
  403. xs = ballx * this.size;
  404. var min_z = Math.floor( zs - radius );
  405. if ( min_z < 1 ) min_z = 1;
  406. var max_z = Math.floor( zs + radius );
  407. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  408. var min_y = Math.floor( ys - radius );
  409. if ( min_y < 1 ) min_y = 1;
  410. var max_y = Math.floor( ys + radius );
  411. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  412. var min_x = Math.floor( xs - radius );
  413. if ( min_x < 1 ) min_x = 1;
  414. var max_x = Math.floor( xs + radius );
  415. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  416. // Don't polygonize in the outer layer because normals aren't
  417. // well-defined there.
  418. var x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  419. for ( z = min_z; z < max_z; z ++ ) {
  420. z_offset = this.size2 * z;
  421. fz = z / this.size - ballz;
  422. fz2 = fz * fz;
  423. for ( y = min_y; y < max_y; y ++ ) {
  424. y_offset = z_offset + this.size * y;
  425. fy = y / this.size - bally;
  426. fy2 = fy * fy;
  427. for ( x = min_x; x < max_x; x ++ ) {
  428. fx = x / this.size - ballx;
  429. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  430. if ( val > 0.0 ) {
  431. this.field[ y_offset + x ] += val * sign;
  432. // optimization
  433. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  434. const ratio =
  435. Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  436. const contrib =
  437. 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  438. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  439. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  440. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  441. }
  442. }
  443. }
  444. }
  445. };
  446. this.addPlaneX = function ( strength, subtract ) {
  447. var x,
  448. y,
  449. z,
  450. xx,
  451. val,
  452. xdiv,
  453. cxy,
  454. // cache attribute lookups
  455. size = this.size,
  456. yd = this.yd,
  457. zd = this.zd,
  458. field = this.field,
  459. dist = size * Math.sqrt( strength / subtract );
  460. if ( dist > size ) dist = size;
  461. for ( x = 0; x < dist; x ++ ) {
  462. xdiv = x / size;
  463. xx = xdiv * xdiv;
  464. val = strength / ( 0.0001 + xx ) - subtract;
  465. if ( val > 0.0 ) {
  466. for ( y = 0; y < size; y ++ ) {
  467. cxy = x + y * yd;
  468. for ( z = 0; z < size; z ++ ) {
  469. field[ zd * z + cxy ] += val;
  470. }
  471. }
  472. }
  473. }
  474. };
  475. this.addPlaneY = function ( strength, subtract ) {
  476. var x,
  477. y,
  478. z,
  479. yy,
  480. val,
  481. ydiv,
  482. cy,
  483. cxy,
  484. // cache attribute lookups
  485. size = this.size,
  486. yd = this.yd,
  487. zd = this.zd,
  488. field = this.field,
  489. dist = size * Math.sqrt( strength / subtract );
  490. if ( dist > size ) dist = size;
  491. for ( y = 0; y < dist; y ++ ) {
  492. ydiv = y / size;
  493. yy = ydiv * ydiv;
  494. val = strength / ( 0.0001 + yy ) - subtract;
  495. if ( val > 0.0 ) {
  496. cy = y * yd;
  497. for ( x = 0; x < size; x ++ ) {
  498. cxy = cy + x;
  499. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  500. }
  501. }
  502. }
  503. };
  504. this.addPlaneZ = function ( strength, subtract ) {
  505. var x,
  506. y,
  507. z,
  508. zz,
  509. val,
  510. zdiv,
  511. cz,
  512. cyz,
  513. // cache attribute lookups
  514. size = this.size,
  515. yd = this.yd,
  516. zd = this.zd,
  517. field = this.field,
  518. dist = size * Math.sqrt( strength / subtract );
  519. if ( dist > size ) dist = size;
  520. for ( z = 0; z < dist; z ++ ) {
  521. zdiv = z / size;
  522. zz = zdiv * zdiv;
  523. val = strength / ( 0.0001 + zz ) - subtract;
  524. if ( val > 0.0 ) {
  525. cz = zd * z;
  526. for ( y = 0; y < size; y ++ ) {
  527. cyz = cz + y * yd;
  528. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  529. }
  530. }
  531. }
  532. };
  533. /////////////////////////////////////
  534. // Updates
  535. /////////////////////////////////////
  536. this.setCell = function ( x, y, z, value ) {
  537. var index = this.size2 * z + this.size * y + x;
  538. this.field[ index ] = value;
  539. };
  540. this.getCell = function ( x, y, z ) {
  541. var index = this.size2 * z + this.size * y + x;
  542. return this.field[ index ];
  543. };
  544. this.blur = function ( intensity ) {
  545. if ( intensity === undefined ) {
  546. intensity = 1;
  547. }
  548. var field = this.field;
  549. var fieldCopy = field.slice();
  550. var size = this.size;
  551. var size2 = this.size2;
  552. for ( var x = 0; x < size; x ++ ) {
  553. for ( var y = 0; y < size; y ++ ) {
  554. for ( var z = 0; z < size; z ++ ) {
  555. var index = size2 * z + size * y + x;
  556. var val = fieldCopy[ index ];
  557. var count = 1;
  558. for ( var x2 = - 1; x2 <= 1; x2 += 2 ) {
  559. var x3 = x2 + x;
  560. if ( x3 < 0 || x3 >= size ) continue;
  561. for ( var y2 = - 1; y2 <= 1; y2 += 2 ) {
  562. var y3 = y2 + y;
  563. if ( y3 < 0 || y3 >= size ) continue;
  564. for ( var z2 = - 1; z2 <= 1; z2 += 2 ) {
  565. var z3 = z2 + z;
  566. if ( z3 < 0 || z3 >= size ) continue;
  567. var index2 = size2 * z3 + size * y3 + x3;
  568. var val2 = fieldCopy[ index2 ];
  569. count ++;
  570. val += intensity * ( val2 - val ) / count;
  571. }
  572. }
  573. }
  574. field[ index ] = val;
  575. }
  576. }
  577. }
  578. };
  579. this.reset = function () {
  580. var i;
  581. // wipe the normal cache
  582. for ( i = 0; i < this.size3; i ++ ) {
  583. this.normal_cache[ i * 3 ] = 0.0;
  584. this.field[ i ] = 0.0;
  585. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  586. i * 3 + 2
  587. ] = 0.0;
  588. }
  589. };
  590. this.render = function ( renderCallback ) {
  591. this.begin();
  592. // Triangulate. Yeah, this is slow.
  593. var smin2 = this.size - 2;
  594. for ( var z = 1; z < smin2; z ++ ) {
  595. var z_offset = this.size2 * z;
  596. var fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  597. for ( var y = 1; y < smin2; y ++ ) {
  598. var y_offset = z_offset + this.size * y;
  599. var fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  600. for ( var x = 1; x < smin2; x ++ ) {
  601. var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  602. var q = y_offset + x;
  603. polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  604. }
  605. }
  606. }
  607. this.end( renderCallback );
  608. };
  609. this.generateGeometry = function () {
  610. console.warn(
  611. "MarchingCubes: generateGeometry() now returns BufferGeometry"
  612. );
  613. return this.generateBufferGeometry();
  614. };
  615. function concatenate( a, b, length ) {
  616. var result = new Float32Array( a.length + length );
  617. result.set( a, 0 );
  618. result.set( b.slice( 0, length ), a.length );
  619. return result;
  620. }
  621. this.generateBufferGeometry = function () {
  622. var geo = new BufferGeometry();
  623. var posArray = new Float32Array();
  624. var normArray = new Float32Array();
  625. var colorArray = new Float32Array();
  626. var uvArray = new Float32Array();
  627. var scope = this;
  628. var geo_callback = function ( object ) {
  629. if ( scope.hasPositions )
  630. posArray = concatenate(
  631. posArray,
  632. object.positionArray,
  633. object.count * 3
  634. );
  635. if ( scope.hasNormals )
  636. normArray = concatenate(
  637. normArray,
  638. object.normalArray,
  639. object.count * 3
  640. );
  641. if ( scope.hasColors )
  642. colorArray = concatenate(
  643. colorArray,
  644. object.colorArray,
  645. object.count * 3
  646. );
  647. if ( scope.hasUvs )
  648. uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
  649. object.count = 0;
  650. };
  651. this.render( geo_callback );
  652. if ( this.hasPositions )
  653. geo.setAttribute( "position", new BufferAttribute( posArray, 3 ) );
  654. if ( this.hasNormals )
  655. geo.setAttribute( "normal", new BufferAttribute( normArray, 3 ) );
  656. if ( this.hasColors )
  657. geo.setAttribute( "color", new BufferAttribute( colorArray, 3 ) );
  658. if ( this.hasUvs )
  659. geo.setAttribute( "uv", new BufferAttribute( uvArray, 2 ) );
  660. return geo;
  661. };
  662. this.init( resolution );
  663. };
  664. MarchingCubes.prototype = Object.create( ImmediateRenderObject.prototype );
  665. MarchingCubes.prototype.constructor = MarchingCubes;
  666. /////////////////////////////////////
  667. // Marching cubes lookup tables
  668. /////////////////////////////////////
  669. // These tables are straight from Paul Bourke's page:
  670. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  671. // who in turn got them from Cory Gene Bloyd.
  672. var edgeTable = new Int32Array( [
  673. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  674. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  675. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  676. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  677. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  678. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  679. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  680. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  681. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  682. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  683. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  684. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  685. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  686. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  687. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  688. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  689. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  690. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  691. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  692. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  693. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  694. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  695. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  696. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  697. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  698. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  699. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  700. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  701. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  702. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  703. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  704. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  705. var triTable = new Int32Array( [
  706. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  707. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  708. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  709. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  711. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  712. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  713. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  714. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  715. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  716. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  717. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  718. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  719. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  720. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  721. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  722. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  723. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  724. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  725. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  726. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  727. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  728. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  729. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  730. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  731. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  732. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  733. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  734. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  735. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  736. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  737. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  738. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  739. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  740. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  741. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  742. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  743. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  744. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  745. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  746. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  747. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  748. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  749. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  750. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  751. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  752. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  753. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  754. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  755. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  757. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  758. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  759. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  760. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  761. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  762. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  763. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  764. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  765. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  766. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  767. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  768. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  769. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  770. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  771. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  772. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  773. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  774. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  775. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  776. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  777. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  778. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  779. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  780. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  781. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  782. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  783. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  784. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  785. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  786. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  787. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  788. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  789. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  790. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  791. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  792. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  793. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  794. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  795. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  796. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  797. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  798. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  799. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  800. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  801. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  802. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  803. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  804. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  805. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  806. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  807. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  808. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  809. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  810. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  811. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  812. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  813. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  814. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  815. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  816. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  817. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  818. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  819. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  820. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  821. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  822. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  823. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  824. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  825. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  826. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  827. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  828. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  829. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  830. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  831. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  832. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  833. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  834. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  835. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  836. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  837. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  838. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  839. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  840. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  841. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  842. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  843. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  844. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  845. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  846. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  847. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  848. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  849. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  850. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  851. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  852. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  853. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  854. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  855. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  856. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  857. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  858. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  859. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  860. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  861. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  862. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  863. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  864. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  865. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  866. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  867. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  868. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  869. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  870. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  871. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  872. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  873. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  874. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  875. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  876. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  877. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  878. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  879. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  880. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  881. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  882. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  883. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  884. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  885. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  886. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  887. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  888. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  889. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  890. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  891. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  892. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  893. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  894. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  895. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  896. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  897. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  898. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  899. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  900. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  901. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  902. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  903. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  904. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  905. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  906. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  907. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  908. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  909. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  910. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  911. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  912. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  913. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  914. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  915. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  916. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  917. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  918. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  919. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  920. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  921. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  922. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  923. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  924. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  925. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  926. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  927. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  928. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  929. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  930. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  931. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  932. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  933. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  934. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  935. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  936. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  937. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  938. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  939. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  940. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  941. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  942. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  943. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  944. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  945. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  946. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  947. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  948. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  949. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  950. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  951. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  952. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  953. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  954. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  955. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  956. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  957. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  958. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  959. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  960. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  961. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
  962. export { MarchingCubes, edgeTable, triTable };