| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743 | ( function () {	/** * Port of http://webglsamples.org/blob/blob.html */	class MarchingCubes extends THREE.Mesh {		constructor( resolution, material, enableUvs = false, enableColors = false, maxPolyCount = 10000 ) {			const geometry = new THREE.BufferGeometry();			super( geometry, material );			const scope = this; // temp buffers used in polygonize			const vlist = new Float32Array( 12 * 3 );			const nlist = new Float32Array( 12 * 3 );			const clist = new Float32Array( 12 * 3 );			this.enableUvs = enableUvs;			this.enableColors = enableColors; // functions have to be object properties			// prototype functions kill performance			// (tested and it was 4x slower !!!)			this.init = function ( resolution ) {				this.resolution = resolution; // parameters				this.isolation = 80.0; // size of field, 32 is pushing it in Javascript :)				this.size = resolution;				this.size2 = this.size * this.size;				this.size3 = this.size2 * this.size;				this.halfsize = this.size / 2.0; // deltas				this.delta = 2.0 / this.size;				this.yd = this.size;				this.zd = this.size2;				this.field = new Float32Array( this.size3 );				this.normal_cache = new Float32Array( this.size3 * 3 );				this.palette = new Float32Array( this.size3 * 3 ); //				this.count = 0;				const maxVertexCount = maxPolyCount * 3;				this.positionArray = new Float32Array( maxVertexCount * 3 );				const positionAttribute = new THREE.BufferAttribute( this.positionArray, 3 );				positionAttribute.setUsage( THREE.DynamicDrawUsage );				geometry.setAttribute( 'position', positionAttribute );				this.normalArray = new Float32Array( maxVertexCount * 3 );				const normalAttribute = new THREE.BufferAttribute( this.normalArray, 3 );				normalAttribute.setUsage( THREE.DynamicDrawUsage );				geometry.setAttribute( 'normal', normalAttribute );				if ( this.enableUvs ) {					this.uvArray = new Float32Array( maxVertexCount * 2 );					const uvAttribute = new THREE.BufferAttribute( this.uvArray, 2 );					uvAttribute.setUsage( THREE.DynamicDrawUsage );					geometry.setAttribute( 'uv', uvAttribute );				}				if ( this.enableColors ) {					this.colorArray = new Float32Array( maxVertexCount * 3 );					const colorAttribute = new THREE.BufferAttribute( this.colorArray, 3 );					colorAttribute.setUsage( THREE.DynamicDrawUsage );					geometry.setAttribute( 'color', colorAttribute );				}			}; ///////////////////////			// Polygonization			///////////////////////			function lerp( a, b, t ) {				return a + ( b - a ) * t;			}			function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {				const mu = ( isol - valp1 ) / ( valp2 - valp1 ),					nc = scope.normal_cache;				vlist[ offset + 0 ] = x + mu * scope.delta;				vlist[ offset + 1 ] = y;				vlist[ offset + 2 ] = z;				nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );				nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );				nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );				clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );				clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );				clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );			}			function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {				const mu = ( isol - valp1 ) / ( valp2 - valp1 ),					nc = scope.normal_cache;				vlist[ offset + 0 ] = x;				vlist[ offset + 1 ] = y + mu * scope.delta;				vlist[ offset + 2 ] = z;				const q2 = q + scope.yd * 3;				nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );				nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );				nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );				clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );				clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );				clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );			}			function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {				const mu = ( isol - valp1 ) / ( valp2 - valp1 ),					nc = scope.normal_cache;				vlist[ offset + 0 ] = x;				vlist[ offset + 1 ] = y;				vlist[ offset + 2 ] = z + mu * scope.delta;				const q2 = q + scope.zd * 3;				nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );				nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );				nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );				clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );				clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );				clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );			}			function compNorm( q ) {				const q3 = q * 3;				if ( scope.normal_cache[ q3 ] === 0.0 ) {					scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];					scope.normal_cache[ q3 + 1 ] = scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];					scope.normal_cache[ q3 + 2 ] = scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];				}			} // Returns total number of triangles. Fills triangles.			// (this is where most of time is spent - it's inner work of O(n3) loop )			function polygonize( fx, fy, fz, q, isol ) {				// cache indices				const q1 = q + 1,					qy = q + scope.yd,					qz = q + scope.zd,					q1y = q1 + scope.yd,					q1z = q1 + scope.zd,					qyz = q + scope.yd + scope.zd,					q1yz = q1 + scope.yd + scope.zd;				let cubeindex = 0;				const field0 = scope.field[ q ],					field1 = scope.field[ q1 ],					field2 = scope.field[ qy ],					field3 = scope.field[ q1y ],					field4 = scope.field[ qz ],					field5 = scope.field[ q1z ],					field6 = scope.field[ qyz ],					field7 = scope.field[ q1yz ];				if ( field0 < isol ) cubeindex |= 1;				if ( field1 < isol ) cubeindex |= 2;				if ( field2 < isol ) cubeindex |= 8;				if ( field3 < isol ) cubeindex |= 4;				if ( field4 < isol ) cubeindex |= 16;				if ( field5 < isol ) cubeindex |= 32;				if ( field6 < isol ) cubeindex |= 128;				if ( field7 < isol ) cubeindex |= 64; // if cube is entirely in/out of the surface - bail, nothing to draw				const bits = edgeTable[ cubeindex ];				if ( bits === 0 ) return 0;				const d = scope.delta,					fx2 = fx + d,					fy2 = fy + d,					fz2 = fz + d; // top of the cube				if ( bits & 1 ) {					compNorm( q );					compNorm( q1 );					VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );				}				if ( bits & 2 ) {					compNorm( q1 );					compNorm( q1y );					VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );				}				if ( bits & 4 ) {					compNorm( qy );					compNorm( q1y );					VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );				}				if ( bits & 8 ) {					compNorm( q );					compNorm( qy );					VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );				} // bottom of the cube				if ( bits & 16 ) {					compNorm( qz );					compNorm( q1z );					VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );				}				if ( bits & 32 ) {					compNorm( q1z );					compNorm( q1yz );					VIntY( q1z * 3, 15, isol, fx2, fy, fz2, field5, field7, q1z, q1yz );				}				if ( bits & 64 ) {					compNorm( qyz );					compNorm( q1yz );					VIntX( qyz * 3, 18, isol, fx, fy2, fz2, field6, field7, qyz, q1yz );				}				if ( bits & 128 ) {					compNorm( qz );					compNorm( qyz );					VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );				} // vertical lines of the cube				if ( bits & 256 ) {					compNorm( q );					compNorm( qz );					VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );				}				if ( bits & 512 ) {					compNorm( q1 );					compNorm( q1z );					VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );				}				if ( bits & 1024 ) {					compNorm( q1y );					compNorm( q1yz );					VIntZ( q1y * 3, 30, isol, fx2, fy2, fz, field3, field7, q1y, q1yz );				}				if ( bits & 2048 ) {					compNorm( qy );					compNorm( qyz );					VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );				}				cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable				let o1,					o2,					o3,					numtris = 0,					i = 0; // here is where triangles are created				while ( triTable[ cubeindex + i ] != - 1 ) {					o1 = cubeindex + i;					o2 = o1 + 1;					o3 = o1 + 2;					posnormtriv( vlist, nlist, clist, 3 * triTable[ o1 ], 3 * triTable[ o2 ], 3 * triTable[ o3 ] );					i += 3;					numtris ++;				}				return numtris;			}			function posnormtriv( pos, norm, colors, o1, o2, o3 ) {				const c = scope.count * 3; // positions				scope.positionArray[ c + 0 ] = pos[ o1 ];				scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];				scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];				scope.positionArray[ c + 3 ] = pos[ o2 ];				scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];				scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];				scope.positionArray[ c + 6 ] = pos[ o3 ];				scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];				scope.positionArray[ c + 8 ] = pos[ o3 + 2 ]; // normals				if ( scope.material.flatShading === true ) {					const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;					const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;					const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;					scope.normalArray[ c + 0 ] = nx;					scope.normalArray[ c + 1 ] = ny;					scope.normalArray[ c + 2 ] = nz;					scope.normalArray[ c + 3 ] = nx;					scope.normalArray[ c + 4 ] = ny;					scope.normalArray[ c + 5 ] = nz;					scope.normalArray[ c + 6 ] = nx;					scope.normalArray[ c + 7 ] = ny;					scope.normalArray[ c + 8 ] = nz;				} else {					scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];					scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];					scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];					scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];					scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];					scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];					scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];					scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];					scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];				} // uvs				if ( scope.enableUvs ) {					const d = scope.count * 2;					scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];					scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];					scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];					scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];					scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];					scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];				} // colors				if ( scope.enableColors ) {					scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];					scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];					scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];					scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];					scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];					scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];					scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];					scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];					scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];				}				scope.count += 3;			} /////////////////////////////////////			// Metaballs			/////////////////////////////////////			// Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after			// a fixed distance, determined by strength and subtract.			this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {				const sign = Math.sign( strength );				strength = Math.abs( strength );				const userDefineColor = ! ( colors === undefined || colors === null );				let ballColor = new THREE.Color( ballx, bally, ballz );				if ( userDefineColor ) {					try {						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 );					} catch ( err ) {						ballColor = new THREE.Color( ballx, bally, ballz );					}				} // Let's solve the equation to find the radius:				// 1.0 / (0.000001 + radius^2) * strength - subtract = 0				// strength / (radius^2) = subtract				// strength = subtract * radius^2				// radius^2 = strength / subtract				// radius = sqrt(strength / subtract)				const radius = this.size * Math.sqrt( strength / subtract ),					zs = ballz * this.size,					ys = bally * this.size,					xs = ballx * this.size;				let min_z = Math.floor( zs - radius );				if ( min_z < 1 ) min_z = 1;				let max_z = Math.floor( zs + radius );				if ( max_z > this.size - 1 ) max_z = this.size - 1;				let min_y = Math.floor( ys - radius );				if ( min_y < 1 ) min_y = 1;				let max_y = Math.floor( ys + radius );				if ( max_y > this.size - 1 ) max_y = this.size - 1;				let min_x = Math.floor( xs - radius );				if ( min_x < 1 ) min_x = 1;				let max_x = Math.floor( xs + radius );				if ( max_x > this.size - 1 ) max_x = this.size - 1; // Don't polygonize in the outer layer because normals aren't				// well-defined there.				let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;				for ( z = min_z; z < max_z; z ++ ) {					z_offset = this.size2 * z;					fz = z / this.size - ballz;					fz2 = fz * fz;					for ( y = min_y; y < max_y; y ++ ) {						y_offset = z_offset + this.size * y;						fy = y / this.size - bally;						fy2 = fy * fy;						for ( x = min_x; x < max_x; x ++ ) {							fx = x / this.size - ballx;							val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;							if ( val > 0.0 ) {								this.field[ y_offset + x ] += val * sign; // optimization								// http://www.geisswerks.com/ryan/BLOBS/blobs.html								const ratio = Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;								const contrib = 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );								this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;								this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;								this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;							}						}					}				}			};			this.addPlaneX = function ( strength, subtract ) {				// cache attribute lookups				const size = this.size,					yd = this.yd,					zd = this.zd,					field = this.field;				let x,					y,					z,					xx,					val,					xdiv,					cxy,					dist = size * Math.sqrt( strength / subtract );				if ( dist > size ) dist = size;				for ( x = 0; x < dist; x ++ ) {					xdiv = x / size;					xx = xdiv * xdiv;					val = strength / ( 0.0001 + xx ) - subtract;					if ( val > 0.0 ) {						for ( y = 0; y < size; y ++ ) {							cxy = x + y * yd;							for ( z = 0; z < size; z ++ ) {								field[ zd * z + cxy ] += val;							}						}					}				}			};			this.addPlaneY = function ( strength, subtract ) {				// cache attribute lookups				const size = this.size,					yd = this.yd,					zd = this.zd,					field = this.field;				let x,					y,					z,					yy,					val,					ydiv,					cy,					cxy,					dist = size * Math.sqrt( strength / subtract );				if ( dist > size ) dist = size;				for ( y = 0; y < dist; y ++ ) {					ydiv = y / size;					yy = ydiv * ydiv;					val = strength / ( 0.0001 + yy ) - subtract;					if ( val > 0.0 ) {						cy = y * yd;						for ( x = 0; x < size; x ++ ) {							cxy = cy + x;							for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;						}					}				}			};			this.addPlaneZ = function ( strength, subtract ) {				// cache attribute lookups				const size = this.size,					yd = this.yd,					zd = this.zd,					field = this.field;				let x,					y,					z,					zz,					val,					zdiv,					cz,					cyz,					dist = size * Math.sqrt( strength / subtract );				if ( dist > size ) dist = size;				for ( z = 0; z < dist; z ++ ) {					zdiv = z / size;					zz = zdiv * zdiv;					val = strength / ( 0.0001 + zz ) - subtract;					if ( val > 0.0 ) {						cz = zd * z;						for ( y = 0; y < size; y ++ ) {							cyz = cz + y * yd;							for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;						}					}				}			}; /////////////////////////////////////			// Updates			/////////////////////////////////////			this.setCell = function ( x, y, z, value ) {				const index = this.size2 * z + this.size * y + x;				this.field[ index ] = value;			};			this.getCell = function ( x, y, z ) {				const index = this.size2 * z + this.size * y + x;				return this.field[ index ];			};			this.blur = function ( intensity = 1 ) {				const field = this.field;				const fieldCopy = field.slice();				const size = this.size;				const size2 = this.size2;				for ( let x = 0; x < size; x ++ ) {					for ( let y = 0; y < size; y ++ ) {						for ( let z = 0; z < size; z ++ ) {							const index = size2 * z + size * y + x;							let val = fieldCopy[ index ];							let count = 1;							for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {								const x3 = x2 + x;								if ( x3 < 0 || x3 >= size ) continue;								for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {									const y3 = y2 + y;									if ( y3 < 0 || y3 >= size ) continue;									for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {										const z3 = z2 + z;										if ( z3 < 0 || z3 >= size ) continue;										const index2 = size2 * z3 + size * y3 + x3;										const val2 = fieldCopy[ index2 ];										count ++;										val += intensity * ( val2 - val ) / count;									}								}							}							field[ index ] = val;						}					}				}			};			this.reset = function () {				// wipe the normal cache				for ( let i = 0; i < this.size3; i ++ ) {					this.normal_cache[ i * 3 ] = 0.0;					this.field[ i ] = 0.0;					this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[ i * 3 + 2 ] = 0.0;				}			};			this.onBeforeRender = function () {				this.count = 0; // Triangulate. Yeah, this is slow.				const smin2 = this.size - 2;				for ( let z = 1; z < smin2; z ++ ) {					const z_offset = this.size2 * z;					const fz = ( z - this.halfsize ) / this.halfsize; //+ 1					for ( let y = 1; y < smin2; y ++ ) {						const y_offset = z_offset + this.size * y;						const fy = ( y - this.halfsize ) / this.halfsize; //+ 1						for ( let x = 1; x < smin2; x ++ ) {							const fx = ( x - this.halfsize ) / this.halfsize; //+ 1							const q = y_offset + x;							polygonize( fx, fy, fz, q, this.isolation );						}					}				} // reset unneeded data				for ( let i = this.count * 3; i < this.positionArray.length; i ++ ) {					this.positionArray[ i ] = 0.0;				} // update geometry data				geometry.getAttribute( 'position' ).needsUpdate = true;				geometry.getAttribute( 'normal' ).needsUpdate = true;				if ( this.enableUvs ) geometry.getAttribute( 'uv' ).needsUpdate = true;				if ( this.enableColors ) geometry.getAttribute( 'color' ).needsUpdate = true; // safety check				if ( this.count / 3 > maxPolyCount ) console.warn( 'THREE.MarchingCubes: Geometry buffers too small for rendering. Please create an instance with a higher poly count.' );			};			this.init( resolution );		}	}	MarchingCubes.prototype.isMarchingCubes = true; /////////////////////////////////////	// Marching cubes lookup tables	/////////////////////////////////////	// These tables are straight from Paul Bourke's page:	// http://paulbourke.net/geometry/polygonise/	// who in turn got them from Cory Gene Bloyd.	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 ] );	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, - 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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 ] );	THREE.MarchingCubes = MarchingCubes;	THREE.edgeTable = edgeTable;	THREE.triTable = triTable;} )();
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