MarchingCubes.js 37 KB

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