MarchingCubes.js 37 KB

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  1. import {
  2. BufferAttribute,
  3. BufferGeometry,
  4. Color,
  5. DynamicDrawUsage,
  6. Mesh,
  7. Sphere,
  8. Vector3
  9. } from 'three';
  10. /**
  11. * Port of http://webglsamples.org/blob/blob.html
  12. */
  13. class MarchingCubes extends Mesh {
  14. constructor( resolution, material, enableUvs = false, enableColors = false, maxPolyCount = 10000 ) {
  15. const geometry = new BufferGeometry();
  16. super( geometry, material );
  17. this.isMarchingCubes = true;
  18. const scope = this;
  19. // temp buffers used in polygonize
  20. const vlist = new Float32Array( 12 * 3 );
  21. const nlist = new Float32Array( 12 * 3 );
  22. const clist = new Float32Array( 12 * 3 );
  23. this.enableUvs = enableUvs;
  24. this.enableColors = enableColors;
  25. // functions have to be object properties
  26. // prototype functions kill performance
  27. // (tested and it was 4x slower !!!)
  28. this.init = function ( resolution ) {
  29. this.resolution = resolution;
  30. // parameters
  31. this.isolation = 80.0;
  32. // size of field, 32 is pushing it in Javascript :)
  33. this.size = resolution;
  34. this.size2 = this.size * this.size;
  35. this.size3 = this.size2 * this.size;
  36. this.halfsize = this.size / 2.0;
  37. // deltas
  38. this.delta = 2.0 / this.size;
  39. this.yd = this.size;
  40. this.zd = this.size2;
  41. this.field = new Float32Array( this.size3 );
  42. this.normal_cache = new Float32Array( this.size3 * 3 );
  43. this.palette = new Float32Array( this.size3 * 3 );
  44. //
  45. this.count = 0;
  46. const maxVertexCount = maxPolyCount * 3;
  47. this.positionArray = new Float32Array( maxVertexCount * 3 );
  48. const positionAttribute = new BufferAttribute( this.positionArray, 3 );
  49. positionAttribute.setUsage( DynamicDrawUsage );
  50. geometry.setAttribute( 'position', positionAttribute );
  51. this.normalArray = new Float32Array( maxVertexCount * 3 );
  52. const normalAttribute = new BufferAttribute( this.normalArray, 3 );
  53. normalAttribute.setUsage( DynamicDrawUsage );
  54. geometry.setAttribute( 'normal', normalAttribute );
  55. if ( this.enableUvs ) {
  56. this.uvArray = new Float32Array( maxVertexCount * 2 );
  57. const uvAttribute = new BufferAttribute( this.uvArray, 2 );
  58. uvAttribute.setUsage( DynamicDrawUsage );
  59. geometry.setAttribute( 'uv', uvAttribute );
  60. }
  61. if ( this.enableColors ) {
  62. this.colorArray = new Float32Array( maxVertexCount * 3 );
  63. const colorAttribute = new BufferAttribute( this.colorArray, 3 );
  64. colorAttribute.setUsage( DynamicDrawUsage );
  65. geometry.setAttribute( 'color', colorAttribute );
  66. }
  67. geometry.boundingSphere = new Sphere( new Vector3(), 1 );
  68. };
  69. ///////////////////////
  70. // Polygonization
  71. ///////////////////////
  72. function lerp( a, b, t ) {
  73. return a + ( b - a ) * t;
  74. }
  75. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  76. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  77. nc = scope.normal_cache;
  78. vlist[ offset + 0 ] = x + mu * scope.delta;
  79. vlist[ offset + 1 ] = y;
  80. vlist[ offset + 2 ] = z;
  81. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  82. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  83. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  84. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  85. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  86. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  87. }
  88. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  89. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  90. nc = scope.normal_cache;
  91. vlist[ offset + 0 ] = x;
  92. vlist[ offset + 1 ] = y + mu * scope.delta;
  93. vlist[ offset + 2 ] = z;
  94. const q2 = q + scope.yd * 3;
  95. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  96. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  97. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  98. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  99. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  100. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  101. }
  102. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  103. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  104. nc = scope.normal_cache;
  105. vlist[ offset + 0 ] = x;
  106. vlist[ offset + 1 ] = y;
  107. vlist[ offset + 2 ] = z + mu * scope.delta;
  108. const q2 = q + scope.zd * 3;
  109. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  110. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  111. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  112. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  113. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  114. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  115. }
  116. function compNorm( q ) {
  117. const q3 = q * 3;
  118. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  119. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  120. scope.normal_cache[ q3 + 1 ] =
  121. scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  122. scope.normal_cache[ q3 + 2 ] =
  123. scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  124. }
  125. }
  126. // Returns total number of triangles. Fills triangles.
  127. // (this is where most of time is spent - it's inner work of O(n3) loop )
  128. function polygonize( fx, fy, fz, q, isol ) {
  129. // cache indices
  130. const q1 = q + 1,
  131. qy = q + scope.yd,
  132. qz = q + scope.zd,
  133. q1y = q1 + scope.yd,
  134. q1z = q1 + scope.zd,
  135. qyz = q + scope.yd + scope.zd,
  136. q1yz = q1 + scope.yd + scope.zd;
  137. let cubeindex = 0;
  138. const field0 = scope.field[ q ],
  139. field1 = scope.field[ q1 ],
  140. field2 = scope.field[ qy ],
  141. field3 = scope.field[ q1y ],
  142. field4 = scope.field[ qz ],
  143. field5 = scope.field[ q1z ],
  144. field6 = scope.field[ qyz ],
  145. field7 = scope.field[ q1yz ];
  146. if ( field0 < isol ) cubeindex |= 1;
  147. if ( field1 < isol ) cubeindex |= 2;
  148. if ( field2 < isol ) cubeindex |= 8;
  149. if ( field3 < isol ) cubeindex |= 4;
  150. if ( field4 < isol ) cubeindex |= 16;
  151. if ( field5 < isol ) cubeindex |= 32;
  152. if ( field6 < isol ) cubeindex |= 128;
  153. if ( field7 < isol ) cubeindex |= 64;
  154. // if cube is entirely in/out of the surface - bail, nothing to draw
  155. const bits = edgeTable[ cubeindex ];
  156. if ( bits === 0 ) return 0;
  157. const d = scope.delta,
  158. fx2 = fx + d,
  159. fy2 = fy + d,
  160. fz2 = fz + d;
  161. // top of the cube
  162. if ( bits & 1 ) {
  163. compNorm( q );
  164. compNorm( q1 );
  165. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  166. }
  167. if ( bits & 2 ) {
  168. compNorm( q1 );
  169. compNorm( q1y );
  170. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  171. }
  172. if ( bits & 4 ) {
  173. compNorm( qy );
  174. compNorm( q1y );
  175. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  176. }
  177. if ( bits & 8 ) {
  178. compNorm( q );
  179. compNorm( qy );
  180. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  181. }
  182. // bottom of the cube
  183. if ( bits & 16 ) {
  184. compNorm( qz );
  185. compNorm( q1z );
  186. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  187. }
  188. if ( bits & 32 ) {
  189. compNorm( q1z );
  190. compNorm( q1yz );
  191. VIntY(
  192. q1z * 3,
  193. 15,
  194. isol,
  195. fx2,
  196. fy,
  197. fz2,
  198. field5,
  199. field7,
  200. q1z,
  201. q1yz
  202. );
  203. }
  204. if ( bits & 64 ) {
  205. compNorm( qyz );
  206. compNorm( q1yz );
  207. VIntX(
  208. qyz * 3,
  209. 18,
  210. isol,
  211. fx,
  212. fy2,
  213. fz2,
  214. field6,
  215. field7,
  216. qyz,
  217. q1yz
  218. );
  219. }
  220. if ( bits & 128 ) {
  221. compNorm( qz );
  222. compNorm( qyz );
  223. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  224. }
  225. // vertical lines of the cube
  226. if ( bits & 256 ) {
  227. compNorm( q );
  228. compNorm( qz );
  229. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  230. }
  231. if ( bits & 512 ) {
  232. compNorm( q1 );
  233. compNorm( q1z );
  234. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  235. }
  236. if ( bits & 1024 ) {
  237. compNorm( q1y );
  238. compNorm( q1yz );
  239. VIntZ(
  240. q1y * 3,
  241. 30,
  242. isol,
  243. fx2,
  244. fy2,
  245. fz,
  246. field3,
  247. field7,
  248. q1y,
  249. q1yz
  250. );
  251. }
  252. if ( bits & 2048 ) {
  253. compNorm( qy );
  254. compNorm( qyz );
  255. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  256. }
  257. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  258. let o1,
  259. o2,
  260. o3,
  261. numtris = 0,
  262. i = 0;
  263. // here is where triangles are created
  264. while ( triTable[ cubeindex + i ] != - 1 ) {
  265. o1 = cubeindex + i;
  266. o2 = o1 + 1;
  267. o3 = o1 + 2;
  268. posnormtriv(
  269. vlist,
  270. nlist,
  271. clist,
  272. 3 * triTable[ o1 ],
  273. 3 * triTable[ o2 ],
  274. 3 * triTable[ o3 ]
  275. );
  276. i += 3;
  277. numtris ++;
  278. }
  279. return numtris;
  280. }
  281. function posnormtriv( pos, norm, colors, o1, o2, o3 ) {
  282. const c = scope.count * 3;
  283. // positions
  284. scope.positionArray[ c + 0 ] = pos[ o1 ];
  285. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  286. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  287. scope.positionArray[ c + 3 ] = pos[ o2 ];
  288. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  289. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  290. scope.positionArray[ c + 6 ] = pos[ o3 ];
  291. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  292. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  293. // normals
  294. if ( scope.material.flatShading === true ) {
  295. const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  296. const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  297. const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  298. scope.normalArray[ c + 0 ] = nx;
  299. scope.normalArray[ c + 1 ] = ny;
  300. scope.normalArray[ c + 2 ] = nz;
  301. scope.normalArray[ c + 3 ] = nx;
  302. scope.normalArray[ c + 4 ] = ny;
  303. scope.normalArray[ c + 5 ] = nz;
  304. scope.normalArray[ c + 6 ] = nx;
  305. scope.normalArray[ c + 7 ] = ny;
  306. scope.normalArray[ c + 8 ] = nz;
  307. } else {
  308. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  309. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  310. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  311. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  312. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  313. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  314. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  315. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  316. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  317. }
  318. // uvs
  319. if ( scope.enableUvs ) {
  320. const d = scope.count * 2;
  321. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  322. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  323. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  324. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  325. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  326. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  327. }
  328. // colors
  329. if ( scope.enableColors ) {
  330. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  331. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  332. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  333. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  334. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  335. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  336. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  337. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  338. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  339. }
  340. scope.count += 3;
  341. }
  342. /////////////////////////////////////
  343. // Metaballs
  344. /////////////////////////////////////
  345. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  346. // a fixed distance, determined by strength and subtract.
  347. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  348. const sign = Math.sign( strength );
  349. strength = Math.abs( strength );
  350. const userDefineColor = ! ( colors === undefined || colors === null );
  351. let ballColor = new Color( ballx, bally, ballz );
  352. if ( userDefineColor ) {
  353. try {
  354. ballColor =
  355. colors instanceof Color
  356. ? colors
  357. : Array.isArray( colors )
  358. ? new Color(
  359. Math.min( Math.abs( colors[ 0 ] ), 1 ),
  360. Math.min( Math.abs( colors[ 1 ] ), 1 ),
  361. Math.min( Math.abs( colors[ 2 ] ), 1 )
  362. )
  363. : new Color( colors );
  364. } catch ( err ) {
  365. ballColor = new Color( ballx, bally, ballz );
  366. }
  367. }
  368. // Let's solve the equation to find the radius:
  369. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  370. // strength / (radius^2) = subtract
  371. // strength = subtract * radius^2
  372. // radius^2 = strength / subtract
  373. // radius = sqrt(strength / subtract)
  374. const radius = this.size * Math.sqrt( strength / subtract ),
  375. zs = ballz * this.size,
  376. ys = bally * this.size,
  377. xs = ballx * this.size;
  378. let min_z = Math.floor( zs - radius );
  379. if ( min_z < 1 ) min_z = 1;
  380. let max_z = Math.floor( zs + radius );
  381. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  382. let min_y = Math.floor( ys - radius );
  383. if ( min_y < 1 ) min_y = 1;
  384. let max_y = Math.floor( ys + radius );
  385. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  386. let min_x = Math.floor( xs - radius );
  387. if ( min_x < 1 ) min_x = 1;
  388. let max_x = Math.floor( xs + radius );
  389. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  390. // Don't polygonize in the outer layer because normals aren't
  391. // well-defined there.
  392. let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  393. for ( z = min_z; z < max_z; z ++ ) {
  394. z_offset = this.size2 * z;
  395. fz = z / this.size - ballz;
  396. fz2 = fz * fz;
  397. for ( y = min_y; y < max_y; y ++ ) {
  398. y_offset = z_offset + this.size * y;
  399. fy = y / this.size - bally;
  400. fy2 = fy * fy;
  401. for ( x = min_x; x < max_x; x ++ ) {
  402. fx = x / this.size - ballx;
  403. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  404. if ( val > 0.0 ) {
  405. this.field[ y_offset + x ] += val * sign;
  406. // optimization
  407. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  408. const ratio =
  409. Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  410. const contrib =
  411. 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  412. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  413. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  414. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  415. }
  416. }
  417. }
  418. }
  419. };
  420. this.addPlaneX = function ( strength, subtract ) {
  421. // cache attribute lookups
  422. const size = this.size,
  423. yd = this.yd,
  424. zd = this.zd,
  425. field = this.field;
  426. let x,
  427. y,
  428. z,
  429. xx,
  430. val,
  431. xdiv,
  432. cxy,
  433. dist = size * Math.sqrt( strength / subtract );
  434. if ( dist > size ) dist = size;
  435. for ( x = 0; x < dist; x ++ ) {
  436. xdiv = x / size;
  437. xx = xdiv * xdiv;
  438. val = strength / ( 0.0001 + xx ) - subtract;
  439. if ( val > 0.0 ) {
  440. for ( y = 0; y < size; y ++ ) {
  441. cxy = x + y * yd;
  442. for ( z = 0; z < size; z ++ ) {
  443. field[ zd * z + cxy ] += val;
  444. }
  445. }
  446. }
  447. }
  448. };
  449. this.addPlaneY = function ( strength, subtract ) {
  450. // cache attribute lookups
  451. const size = this.size,
  452. yd = this.yd,
  453. zd = this.zd,
  454. field = this.field;
  455. let x,
  456. y,
  457. z,
  458. yy,
  459. val,
  460. ydiv,
  461. cy,
  462. cxy,
  463. dist = size * Math.sqrt( strength / subtract );
  464. if ( dist > size ) dist = size;
  465. for ( y = 0; y < dist; y ++ ) {
  466. ydiv = y / size;
  467. yy = ydiv * ydiv;
  468. val = strength / ( 0.0001 + yy ) - subtract;
  469. if ( val > 0.0 ) {
  470. cy = y * yd;
  471. for ( x = 0; x < size; x ++ ) {
  472. cxy = cy + x;
  473. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  474. }
  475. }
  476. }
  477. };
  478. this.addPlaneZ = function ( strength, subtract ) {
  479. // cache attribute lookups
  480. const size = this.size,
  481. yd = this.yd,
  482. zd = this.zd,
  483. field = this.field;
  484. let x,
  485. y,
  486. z,
  487. zz,
  488. val,
  489. zdiv,
  490. cz,
  491. cyz,
  492. dist = size * Math.sqrt( strength / subtract );
  493. if ( dist > size ) dist = size;
  494. for ( z = 0; z < dist; z ++ ) {
  495. zdiv = z / size;
  496. zz = zdiv * zdiv;
  497. val = strength / ( 0.0001 + zz ) - subtract;
  498. if ( val > 0.0 ) {
  499. cz = zd * z;
  500. for ( y = 0; y < size; y ++ ) {
  501. cyz = cz + y * yd;
  502. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  503. }
  504. }
  505. }
  506. };
  507. /////////////////////////////////////
  508. // Updates
  509. /////////////////////////////////////
  510. this.setCell = function ( x, y, z, value ) {
  511. const index = this.size2 * z + this.size * y + x;
  512. this.field[ index ] = value;
  513. };
  514. this.getCell = function ( x, y, z ) {
  515. const index = this.size2 * z + this.size * y + x;
  516. return this.field[ index ];
  517. };
  518. this.blur = function ( intensity = 1 ) {
  519. const field = this.field;
  520. const fieldCopy = field.slice();
  521. const size = this.size;
  522. const size2 = this.size2;
  523. for ( let x = 0; x < size; x ++ ) {
  524. for ( let y = 0; y < size; y ++ ) {
  525. for ( let z = 0; z < size; z ++ ) {
  526. const index = size2 * z + size * y + x;
  527. let val = fieldCopy[ index ];
  528. let count = 1;
  529. for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {
  530. const x3 = x2 + x;
  531. if ( x3 < 0 || x3 >= size ) continue;
  532. for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {
  533. const y3 = y2 + y;
  534. if ( y3 < 0 || y3 >= size ) continue;
  535. for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {
  536. const z3 = z2 + z;
  537. if ( z3 < 0 || z3 >= size ) continue;
  538. const index2 = size2 * z3 + size * y3 + x3;
  539. const val2 = fieldCopy[ index2 ];
  540. count ++;
  541. val += intensity * ( val2 - val ) / count;
  542. }
  543. }
  544. }
  545. field[ index ] = val;
  546. }
  547. }
  548. }
  549. };
  550. this.reset = function () {
  551. // wipe the normal cache
  552. for ( let i = 0; i < this.size3; i ++ ) {
  553. this.normal_cache[ i * 3 ] = 0.0;
  554. this.field[ i ] = 0.0;
  555. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  556. i * 3 + 2
  557. ] = 0.0;
  558. }
  559. };
  560. this.update = function () {
  561. this.count = 0;
  562. // Triangulate. Yeah, this is slow.
  563. const smin2 = this.size - 2;
  564. for ( let z = 1; z < smin2; z ++ ) {
  565. const z_offset = this.size2 * z;
  566. const fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  567. for ( let y = 1; y < smin2; y ++ ) {
  568. const y_offset = z_offset + this.size * y;
  569. const fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  570. for ( let x = 1; x < smin2; x ++ ) {
  571. const fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  572. const q = y_offset + x;
  573. polygonize( fx, fy, fz, q, this.isolation );
  574. }
  575. }
  576. }
  577. // set the draw range to only the processed triangles
  578. this.geometry.setDrawRange( 0, this.count );
  579. // update geometry data
  580. geometry.getAttribute( 'position' ).needsUpdate = true;
  581. geometry.getAttribute( 'normal' ).needsUpdate = true;
  582. if ( this.enableUvs ) geometry.getAttribute( 'uv' ).needsUpdate = true;
  583. if ( this.enableColors ) geometry.getAttribute( 'color' ).needsUpdate = true;
  584. // safety check
  585. if ( this.count / 3 > maxPolyCount ) console.warn( 'THREE.MarchingCubes: Geometry buffers too small for rendering. Please create an instance with a higher poly count.' );
  586. };
  587. this.init( resolution );
  588. }
  589. }
  590. /////////////////////////////////////
  591. // Marching cubes lookup tables
  592. /////////////////////////////////////
  593. // These tables are straight from Paul Bourke's page:
  594. // http://paulbourke.net/geometry/polygonise/
  595. // who in turn got them from Cory Gene Bloyd.
  596. const edgeTable = new Int32Array( [
  597. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  598. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  599. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  600. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  601. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  602. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  603. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  604. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  605. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  606. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  607. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  608. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  609. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  610. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  611. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  612. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  613. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  614. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  615. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  616. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  617. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  618. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  619. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  620. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  621. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  622. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  623. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  624. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  625. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  626. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  627. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  628. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  629. const triTable = new Int32Array( [
  630. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  631. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  632. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  633. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  634. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  635. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  636. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  637. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  638. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  639. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  640. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  641. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  642. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  643. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  644. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  645. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  646. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  647. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  648. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  649. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  650. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  651. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  652. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  653. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  654. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  655. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  656. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  657. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  658. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  659. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  660. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  661. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  662. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  663. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  664. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  665. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  666. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  667. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  668. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  669. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  670. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  671. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  672. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  673. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  674. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  675. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  676. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  677. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  678. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  679. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  680. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  681. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  682. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  683. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  684. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  685. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  686. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  687. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  688. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  689. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  690. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  691. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  692. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  693. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  694. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  695. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  696. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  697. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  698. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  699. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  700. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  701. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  702. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  703. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  704. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  705. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  706. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  707. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  708. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  709. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  710. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  711. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  712. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  713. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  714. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  715. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  716. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  717. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  718. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  719. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  720. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  721. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  722. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  723. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  724. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  725. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  726. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  727. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  728. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  729. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  730. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  731. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  732. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  733. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  734. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  735. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  736. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  737. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  738. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  739. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  740. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  741. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  742. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  743. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  744. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  745. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  746. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  747. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  748. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  749. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  750. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  751. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  752. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  753. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  754. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  755. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  757. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  758. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  759. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  760. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  761. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  762. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  763. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  764. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  765. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  766. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  767. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  768. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  769. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  770. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  771. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  772. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  773. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  774. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  775. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  776. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  777. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  778. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  779. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  780. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  781. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  782. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  783. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  784. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  785. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  786. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  787. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  788. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  789. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  790. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  791. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  792. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  793. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  794. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  795. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  796. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  797. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  798. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  799. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  800. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  801. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  802. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  803. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  804. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  805. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  806. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  807. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  808. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  809. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  810. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  811. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  812. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  813. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  814. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  815. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  816. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  817. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  818. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  819. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  820. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  821. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  822. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  823. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  824. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  825. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  826. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  827. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  828. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  829. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  830. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  831. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  832. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  833. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  834. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  835. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  836. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  837. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  838. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  839. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  840. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  841. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  842. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  843. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  844. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  845. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  846. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  847. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  848. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  849. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  850. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  851. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  852. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  853. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  854. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  855. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  856. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  857. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  858. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  859. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  860. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  861. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  862. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  863. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  864. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  865. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  866. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  867. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  868. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  869. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  870. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  871. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  872. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  873. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  874. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  875. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  876. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  877. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  878. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  879. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  880. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  881. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  882. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  883. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  884. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  885. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
  886. export { MarchingCubes, edgeTable, triTable };