MarchingCubes.js 37 KB

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  1. import {
  2. BufferAttribute,
  3. BufferGeometry,
  4. Color,
  5. DynamicDrawUsage,
  6. Mesh
  7. } from '../../../build/three.module.js';
  8. /**
  9. * Port of http://webglsamples.org/blob/blob.html
  10. */
  11. class MarchingCubes extends Mesh {
  12. constructor( resolution, material, enableUvs = false, enableColors = false, maxPolyCount = 10000 ) {
  13. const geometry = new BufferGeometry();
  14. super( geometry, material );
  15. const scope = this;
  16. // temp buffers used in polygonize
  17. const vlist = new Float32Array( 12 * 3 );
  18. const nlist = new Float32Array( 12 * 3 );
  19. const clist = new Float32Array( 12 * 3 );
  20. this.enableUvs = enableUvs;
  21. this.enableColors = enableColors;
  22. // functions have to be object properties
  23. // prototype functions kill performance
  24. // (tested and it was 4x slower !!!)
  25. this.init = function ( resolution ) {
  26. this.resolution = resolution;
  27. // parameters
  28. this.isolation = 80.0;
  29. // size of field, 32 is pushing it in Javascript :)
  30. this.size = resolution;
  31. this.size2 = this.size * this.size;
  32. this.size3 = this.size2 * this.size;
  33. this.halfsize = this.size / 2.0;
  34. // deltas
  35. this.delta = 2.0 / this.size;
  36. this.yd = this.size;
  37. this.zd = this.size2;
  38. this.field = new Float32Array( this.size3 );
  39. this.normal_cache = new Float32Array( this.size3 * 3 );
  40. this.palette = new Float32Array( this.size3 * 3 );
  41. //
  42. this.count = 0;
  43. const maxVertexCount = maxPolyCount * 3;
  44. this.positionArray = new Float32Array( maxVertexCount * 3 );
  45. const positionAttribute = new BufferAttribute( this.positionArray, 3 );
  46. positionAttribute.setUsage( DynamicDrawUsage );
  47. geometry.setAttribute( 'position', positionAttribute );
  48. this.normalArray = new Float32Array( maxVertexCount * 3 );
  49. const normalAttribute = new BufferAttribute( this.normalArray, 3 );
  50. normalAttribute.setUsage( DynamicDrawUsage );
  51. geometry.setAttribute( 'normal', normalAttribute );
  52. if ( this.enableUvs ) {
  53. this.uvArray = new Float32Array( maxVertexCount * 2 );
  54. const uvAttribute = new BufferAttribute( this.uvArray, 2 );
  55. uvAttribute.setUsage( DynamicDrawUsage );
  56. geometry.setAttribute( 'uv', uvAttribute );
  57. }
  58. if ( this.enableColors ) {
  59. this.colorArray = new Float32Array( maxVertexCount * 3 );
  60. const colorAttribute = new BufferAttribute( this.colorArray, 3 );
  61. colorAttribute.setUsage( DynamicDrawUsage );
  62. geometry.setAttribute( 'color', colorAttribute );
  63. }
  64. };
  65. ///////////////////////
  66. // Polygonization
  67. ///////////////////////
  68. function lerp( a, b, t ) {
  69. return a + ( b - a ) * t;
  70. }
  71. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  72. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  73. nc = scope.normal_cache;
  74. vlist[ offset + 0 ] = x + mu * scope.delta;
  75. vlist[ offset + 1 ] = y;
  76. vlist[ offset + 2 ] = z;
  77. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  78. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  79. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  80. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  81. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  82. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  83. }
  84. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  85. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  86. nc = scope.normal_cache;
  87. vlist[ offset + 0 ] = x;
  88. vlist[ offset + 1 ] = y + mu * scope.delta;
  89. vlist[ offset + 2 ] = z;
  90. const q2 = q + scope.yd * 3;
  91. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  92. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  93. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  94. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  95. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  96. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  97. }
  98. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  99. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  100. nc = scope.normal_cache;
  101. vlist[ offset + 0 ] = x;
  102. vlist[ offset + 1 ] = y;
  103. vlist[ offset + 2 ] = z + mu * scope.delta;
  104. const q2 = q + scope.zd * 3;
  105. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  106. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  107. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  108. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  109. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  110. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  111. }
  112. function compNorm( q ) {
  113. const q3 = q * 3;
  114. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  115. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  116. scope.normal_cache[ q3 + 1 ] =
  117. scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  118. scope.normal_cache[ q3 + 2 ] =
  119. scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  120. }
  121. }
  122. // Returns total number of triangles. Fills triangles.
  123. // (this is where most of time is spent - it's inner work of O(n3) loop )
  124. function polygonize( fx, fy, fz, q, isol ) {
  125. // cache indices
  126. const q1 = q + 1,
  127. qy = q + scope.yd,
  128. qz = q + scope.zd,
  129. q1y = q1 + scope.yd,
  130. q1z = q1 + scope.zd,
  131. qyz = q + scope.yd + scope.zd,
  132. q1yz = q1 + scope.yd + scope.zd;
  133. let cubeindex = 0;
  134. const field0 = scope.field[ q ],
  135. field1 = scope.field[ q1 ],
  136. field2 = scope.field[ qy ],
  137. field3 = scope.field[ q1y ],
  138. field4 = scope.field[ qz ],
  139. field5 = scope.field[ q1z ],
  140. field6 = scope.field[ qyz ],
  141. field7 = scope.field[ q1yz ];
  142. if ( field0 < isol ) cubeindex |= 1;
  143. if ( field1 < isol ) cubeindex |= 2;
  144. if ( field2 < isol ) cubeindex |= 8;
  145. if ( field3 < isol ) cubeindex |= 4;
  146. if ( field4 < isol ) cubeindex |= 16;
  147. if ( field5 < isol ) cubeindex |= 32;
  148. if ( field6 < isol ) cubeindex |= 128;
  149. if ( field7 < isol ) cubeindex |= 64;
  150. // if cube is entirely in/out of the surface - bail, nothing to draw
  151. const bits = edgeTable[ cubeindex ];
  152. if ( bits === 0 ) return 0;
  153. const d = scope.delta,
  154. fx2 = fx + d,
  155. fy2 = fy + d,
  156. fz2 = fz + d;
  157. // top of the cube
  158. if ( bits & 1 ) {
  159. compNorm( q );
  160. compNorm( q1 );
  161. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  162. }
  163. if ( bits & 2 ) {
  164. compNorm( q1 );
  165. compNorm( q1y );
  166. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  167. }
  168. if ( bits & 4 ) {
  169. compNorm( qy );
  170. compNorm( q1y );
  171. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  172. }
  173. if ( bits & 8 ) {
  174. compNorm( q );
  175. compNorm( qy );
  176. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  177. }
  178. // bottom of the cube
  179. if ( bits & 16 ) {
  180. compNorm( qz );
  181. compNorm( q1z );
  182. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  183. }
  184. if ( bits & 32 ) {
  185. compNorm( q1z );
  186. compNorm( q1yz );
  187. VIntY(
  188. q1z * 3,
  189. 15,
  190. isol,
  191. fx2,
  192. fy,
  193. fz2,
  194. field5,
  195. field7,
  196. q1z,
  197. q1yz
  198. );
  199. }
  200. if ( bits & 64 ) {
  201. compNorm( qyz );
  202. compNorm( q1yz );
  203. VIntX(
  204. qyz * 3,
  205. 18,
  206. isol,
  207. fx,
  208. fy2,
  209. fz2,
  210. field6,
  211. field7,
  212. qyz,
  213. q1yz
  214. );
  215. }
  216. if ( bits & 128 ) {
  217. compNorm( qz );
  218. compNorm( qyz );
  219. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  220. }
  221. // vertical lines of the cube
  222. if ( bits & 256 ) {
  223. compNorm( q );
  224. compNorm( qz );
  225. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  226. }
  227. if ( bits & 512 ) {
  228. compNorm( q1 );
  229. compNorm( q1z );
  230. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  231. }
  232. if ( bits & 1024 ) {
  233. compNorm( q1y );
  234. compNorm( q1yz );
  235. VIntZ(
  236. q1y * 3,
  237. 30,
  238. isol,
  239. fx2,
  240. fy2,
  241. fz,
  242. field3,
  243. field7,
  244. q1y,
  245. q1yz
  246. );
  247. }
  248. if ( bits & 2048 ) {
  249. compNorm( qy );
  250. compNorm( qyz );
  251. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  252. }
  253. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  254. let o1,
  255. o2,
  256. o3,
  257. numtris = 0,
  258. i = 0;
  259. // here is where triangles are created
  260. while ( triTable[ cubeindex + i ] != - 1 ) {
  261. o1 = cubeindex + i;
  262. o2 = o1 + 1;
  263. o3 = o1 + 2;
  264. posnormtriv(
  265. vlist,
  266. nlist,
  267. clist,
  268. 3 * triTable[ o1 ],
  269. 3 * triTable[ o2 ],
  270. 3 * triTable[ o3 ]
  271. );
  272. i += 3;
  273. numtris ++;
  274. }
  275. return numtris;
  276. }
  277. function posnormtriv( pos, norm, colors, o1, o2, o3 ) {
  278. const c = scope.count * 3;
  279. // positions
  280. scope.positionArray[ c + 0 ] = pos[ o1 ];
  281. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  282. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  283. scope.positionArray[ c + 3 ] = pos[ o2 ];
  284. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  285. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  286. scope.positionArray[ c + 6 ] = pos[ o3 ];
  287. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  288. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  289. // normals
  290. if ( scope.material.flatShading === true ) {
  291. const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  292. const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  293. const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  294. scope.normalArray[ c + 0 ] = nx;
  295. scope.normalArray[ c + 1 ] = ny;
  296. scope.normalArray[ c + 2 ] = nz;
  297. scope.normalArray[ c + 3 ] = nx;
  298. scope.normalArray[ c + 4 ] = ny;
  299. scope.normalArray[ c + 5 ] = nz;
  300. scope.normalArray[ c + 6 ] = nx;
  301. scope.normalArray[ c + 7 ] = ny;
  302. scope.normalArray[ c + 8 ] = nz;
  303. } else {
  304. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  305. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  306. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  307. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  308. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  309. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  310. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  311. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  312. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  313. }
  314. // uvs
  315. if ( scope.enableUvs ) {
  316. const d = scope.count * 2;
  317. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  318. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  319. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  320. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  321. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  322. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  323. }
  324. // colors
  325. if ( scope.enableColors ) {
  326. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  327. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  328. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  329. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  330. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  331. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  332. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  333. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  334. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  335. }
  336. scope.count += 3;
  337. }
  338. /////////////////////////////////////
  339. // Metaballs
  340. /////////////////////////////////////
  341. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  342. // a fixed distance, determined by strength and subtract.
  343. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  344. const sign = Math.sign( strength );
  345. strength = Math.abs( strength );
  346. const userDefineColor = ! ( colors === undefined || colors === null );
  347. let ballColor = new Color( ballx, bally, ballz );
  348. if ( userDefineColor ) {
  349. try {
  350. ballColor =
  351. colors instanceof Color
  352. ? colors
  353. : Array.isArray( colors )
  354. ? new Color(
  355. Math.min( Math.abs( colors[ 0 ] ), 1 ),
  356. Math.min( Math.abs( colors[ 1 ] ), 1 ),
  357. Math.min( Math.abs( colors[ 2 ] ), 1 )
  358. )
  359. : new Color( colors );
  360. } catch ( err ) {
  361. ballColor = new Color( ballx, bally, ballz );
  362. }
  363. }
  364. // Let's solve the equation to find the radius:
  365. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  366. // strength / (radius^2) = subtract
  367. // strength = subtract * radius^2
  368. // radius^2 = strength / subtract
  369. // radius = sqrt(strength / subtract)
  370. const radius = this.size * Math.sqrt( strength / subtract ),
  371. zs = ballz * this.size,
  372. ys = bally * this.size,
  373. xs = ballx * this.size;
  374. let min_z = Math.floor( zs - radius );
  375. if ( min_z < 1 ) min_z = 1;
  376. let max_z = Math.floor( zs + radius );
  377. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  378. let min_y = Math.floor( ys - radius );
  379. if ( min_y < 1 ) min_y = 1;
  380. let max_y = Math.floor( ys + radius );
  381. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  382. let min_x = Math.floor( xs - radius );
  383. if ( min_x < 1 ) min_x = 1;
  384. let max_x = Math.floor( xs + radius );
  385. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  386. // Don't polygonize in the outer layer because normals aren't
  387. // well-defined there.
  388. let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  389. for ( z = min_z; z < max_z; z ++ ) {
  390. z_offset = this.size2 * z;
  391. fz = z / this.size - ballz;
  392. fz2 = fz * fz;
  393. for ( y = min_y; y < max_y; y ++ ) {
  394. y_offset = z_offset + this.size * y;
  395. fy = y / this.size - bally;
  396. fy2 = fy * fy;
  397. for ( x = min_x; x < max_x; x ++ ) {
  398. fx = x / this.size - ballx;
  399. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  400. if ( val > 0.0 ) {
  401. this.field[ y_offset + x ] += val * sign;
  402. // optimization
  403. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  404. const ratio =
  405. Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  406. const contrib =
  407. 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  408. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  409. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  410. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  411. }
  412. }
  413. }
  414. }
  415. };
  416. this.addPlaneX = 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. xx,
  426. val,
  427. xdiv,
  428. cxy,
  429. dist = size * Math.sqrt( strength / subtract );
  430. if ( dist > size ) dist = size;
  431. for ( x = 0; x < dist; x ++ ) {
  432. xdiv = x / size;
  433. xx = xdiv * xdiv;
  434. val = strength / ( 0.0001 + xx ) - subtract;
  435. if ( val > 0.0 ) {
  436. for ( y = 0; y < size; y ++ ) {
  437. cxy = x + y * yd;
  438. for ( z = 0; z < size; z ++ ) {
  439. field[ zd * z + cxy ] += val;
  440. }
  441. }
  442. }
  443. }
  444. };
  445. this.addPlaneY = function ( strength, subtract ) {
  446. // cache attribute lookups
  447. const size = this.size,
  448. yd = this.yd,
  449. zd = this.zd,
  450. field = this.field;
  451. let x,
  452. y,
  453. z,
  454. yy,
  455. val,
  456. ydiv,
  457. cy,
  458. cxy,
  459. dist = size * Math.sqrt( strength / subtract );
  460. if ( dist > size ) dist = size;
  461. for ( y = 0; y < dist; y ++ ) {
  462. ydiv = y / size;
  463. yy = ydiv * ydiv;
  464. val = strength / ( 0.0001 + yy ) - subtract;
  465. if ( val > 0.0 ) {
  466. cy = y * yd;
  467. for ( x = 0; x < size; x ++ ) {
  468. cxy = cy + x;
  469. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  470. }
  471. }
  472. }
  473. };
  474. this.addPlaneZ = function ( strength, subtract ) {
  475. // cache attribute lookups
  476. const size = this.size,
  477. yd = this.yd,
  478. zd = this.zd,
  479. field = this.field;
  480. let x,
  481. y,
  482. z,
  483. zz,
  484. val,
  485. zdiv,
  486. cz,
  487. cyz,
  488. dist = size * Math.sqrt( strength / subtract );
  489. if ( dist > size ) dist = size;
  490. for ( z = 0; z < dist; z ++ ) {
  491. zdiv = z / size;
  492. zz = zdiv * zdiv;
  493. val = strength / ( 0.0001 + zz ) - subtract;
  494. if ( val > 0.0 ) {
  495. cz = zd * z;
  496. for ( y = 0; y < size; y ++ ) {
  497. cyz = cz + y * yd;
  498. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  499. }
  500. }
  501. }
  502. };
  503. /////////////////////////////////////
  504. // Updates
  505. /////////////////////////////////////
  506. this.setCell = function ( x, y, z, value ) {
  507. const index = this.size2 * z + this.size * y + x;
  508. this.field[ index ] = value;
  509. };
  510. this.getCell = function ( x, y, z ) {
  511. const index = this.size2 * z + this.size * y + x;
  512. return this.field[ index ];
  513. };
  514. this.blur = function ( intensity = 1 ) {
  515. const field = this.field;
  516. const fieldCopy = field.slice();
  517. const size = this.size;
  518. const size2 = this.size2;
  519. for ( let x = 0; x < size; x ++ ) {
  520. for ( let y = 0; y < size; y ++ ) {
  521. for ( let z = 0; z < size; z ++ ) {
  522. const index = size2 * z + size * y + x;
  523. let val = fieldCopy[ index ];
  524. let count = 1;
  525. for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {
  526. const x3 = x2 + x;
  527. if ( x3 < 0 || x3 >= size ) continue;
  528. for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {
  529. const y3 = y2 + y;
  530. if ( y3 < 0 || y3 >= size ) continue;
  531. for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {
  532. const z3 = z2 + z;
  533. if ( z3 < 0 || z3 >= size ) continue;
  534. const index2 = size2 * z3 + size * y3 + x3;
  535. const val2 = fieldCopy[ index2 ];
  536. count ++;
  537. val += intensity * ( val2 - val ) / count;
  538. }
  539. }
  540. }
  541. field[ index ] = val;
  542. }
  543. }
  544. }
  545. };
  546. this.reset = function () {
  547. // wipe the normal cache
  548. for ( let i = 0; i < this.size3; i ++ ) {
  549. this.normal_cache[ i * 3 ] = 0.0;
  550. this.field[ i ] = 0.0;
  551. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  552. i * 3 + 2
  553. ] = 0.0;
  554. }
  555. };
  556. this.onBeforeRender = function () {
  557. this.count = 0;
  558. // Triangulate. Yeah, this is slow.
  559. const smin2 = this.size - 2;
  560. for ( let z = 1; z < smin2; z ++ ) {
  561. const z_offset = this.size2 * z;
  562. const fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  563. for ( let y = 1; y < smin2; y ++ ) {
  564. const y_offset = z_offset + this.size * y;
  565. const fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  566. for ( let x = 1; x < smin2; x ++ ) {
  567. const fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  568. const q = y_offset + x;
  569. polygonize( fx, fy, fz, q, this.isolation );
  570. }
  571. }
  572. }
  573. // reset unneeded data
  574. for ( let i = this.count * 3; i < this.positionArray.length; i ++ ) {
  575. this.positionArray[ i ] = 0.0;
  576. }
  577. // update geometry data
  578. geometry.getAttribute( 'position' ).needsUpdate = true;
  579. geometry.getAttribute( 'normal' ).needsUpdate = true;
  580. if ( this.enableUvs ) geometry.getAttribute( 'uv' ).needsUpdate = true;
  581. if ( this.enableColors ) geometry.getAttribute( 'color' ).needsUpdate = true;
  582. // safety check
  583. if ( this.count / 3 > maxPolyCount ) console.warn( 'THREE.MarchingCubes: Geometry buffers too small for rendering. Please create an instance with a higher poly count.' );
  584. };
  585. this.init( resolution );
  586. }
  587. }
  588. MarchingCubes.prototype.isMarchingCubes = true;
  589. /////////////////////////////////////
  590. // Marching cubes lookup tables
  591. /////////////////////////////////////
  592. // These tables are straight from Paul Bourke's page:
  593. // http://paulbourke.net/geometry/polygonise/
  594. // who in turn got them from Cory Gene Bloyd.
  595. const edgeTable = new Int32Array( [
  596. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  597. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  598. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  599. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  600. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  601. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  602. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  603. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  604. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  605. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  606. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  607. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  608. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  609. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  610. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  611. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  612. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  613. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  614. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  615. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  616. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  617. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  618. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  619. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  620. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  621. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  622. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  623. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  624. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  625. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  626. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  627. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  628. const triTable = new Int32Array( [
  629. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  630. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  631. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  632. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  633. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  634. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  635. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  636. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  637. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  638. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  639. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  640. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  641. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  642. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  643. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  644. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  645. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  646. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  647. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  648. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  649. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  650. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  651. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  652. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  653. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  654. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  655. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  656. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  657. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  658. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  659. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  660. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  661. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  662. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  663. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  664. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  665. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  666. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  667. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  668. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  669. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  670. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  671. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  672. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  673. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  674. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  675. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  676. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  677. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  678. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  679. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  680. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  681. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  682. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  683. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  684. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  685. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  686. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  687. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  688. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  689. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  690. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  691. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  692. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  693. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  694. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  695. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  696. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  697. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  698. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  699. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  700. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  701. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  702. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  703. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  704. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  705. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  706. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  707. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  708. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  709. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  711. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  712. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  713. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  714. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  715. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  716. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  717. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  718. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  719. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  720. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  721. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  722. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  723. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  724. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  725. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  726. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  727. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  728. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  729. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  730. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  731. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  732. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  733. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  734. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  735. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  736. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  737. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  738. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  739. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  740. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  741. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  742. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  743. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  744. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  745. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  746. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  747. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  748. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  749. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  750. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  751. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  752. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  753. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  754. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  755. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  756. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  757. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  758. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  759. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  760. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  761. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  762. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  763. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  764. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  765. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  766. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  767. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  768. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  769. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  770. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  771. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  772. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  773. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  774. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  775. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  776. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  777. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  778. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  779. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  780. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  781. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  782. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  783. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  784. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  785. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  786. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  787. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  788. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  789. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  790. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  791. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  792. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  793. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  794. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  795. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  796. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  797. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  798. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  799. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  800. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  801. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  802. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  803. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  804. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  805. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  806. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  807. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  808. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  809. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  810. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  811. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  812. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  813. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  814. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  815. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  816. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  817. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  818. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  819. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  820. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  821. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  822. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  823. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  824. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  825. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  826. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  827. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  828. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  829. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  830. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  831. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  832. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  833. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  834. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  835. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  836. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  837. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  838. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  839. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  840. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  841. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  842. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  843. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  844. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  845. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  846. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  847. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  848. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  849. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  850. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  851. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  852. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  853. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  854. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  855. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  856. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  857. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  858. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  859. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  860. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  861. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  862. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  863. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  864. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  865. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  866. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  867. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  868. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  869. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  870. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  871. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  872. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  873. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  874. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  875. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  876. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  877. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  878. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  879. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  880. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  881. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  882. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  883. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  884. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
  885. export { MarchingCubes, edgeTable, triTable };