MarchingCubes.js 39 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. * A marching cubes implementation.
  12. *
  13. * Port of: {@link http://webglsamples.org/blob/blob.html}
  14. */
  15. class MarchingCubes extends Mesh {
  16. /**
  17. * Constructs a new marching cubes instance.
  18. *
  19. * @param {number} resolution - The effect's resolution.
  20. * @param {Material} material - The cube's material.
  21. * @param {boolean} [enableUvs=false] - Whether texture coordinates should be animated or not.
  22. * @param {boolean} [enableColors=false] - Whether colors should be animated or not.
  23. * @param {number} [maxPolyCount=10000] - The maximum size of the geometry buffers.
  24. */
  25. constructor( resolution, material, enableUvs = false, enableColors = false, maxPolyCount = 10000 ) {
  26. const geometry = new BufferGeometry();
  27. super( geometry, material );
  28. /**
  29. * This flag can be used for type testing.
  30. *
  31. * @type {boolean}
  32. * @readonly
  33. * @default true
  34. */
  35. this.isMarchingCubes = true;
  36. const scope = this;
  37. // temp buffers used in polygonize
  38. const vlist = new Float32Array( 12 * 3 );
  39. const nlist = new Float32Array( 12 * 3 );
  40. const clist = new Float32Array( 12 * 3 );
  41. /**
  42. * Whether texture coordinates should be animated or not.
  43. *
  44. * @type {boolean}
  45. * @default false
  46. */
  47. this.enableUvs = enableUvs;
  48. /**
  49. * Whether colors should be animated or not.
  50. *
  51. * @type {boolean}
  52. * @default false
  53. */
  54. this.enableColors = enableColors;
  55. // functions have to be object properties
  56. // prototype functions kill performance
  57. // (tested and it was 4x slower !!!)
  58. this.init = function ( resolution ) {
  59. this.resolution = resolution;
  60. // parameters
  61. this.isolation = 80.0;
  62. // size of field, 32 is pushing it in Javascript :)
  63. this.size = resolution;
  64. this.size2 = this.size * this.size;
  65. this.size3 = this.size2 * this.size;
  66. this.halfsize = this.size / 2.0;
  67. // deltas
  68. this.delta = 2.0 / this.size;
  69. this.yd = this.size;
  70. this.zd = this.size2;
  71. this.field = new Float32Array( this.size3 );
  72. this.normal_cache = new Float32Array( this.size3 * 3 );
  73. this.palette = new Float32Array( this.size3 * 3 );
  74. //
  75. this.count = 0;
  76. const maxVertexCount = maxPolyCount * 3;
  77. this.positionArray = new Float32Array( maxVertexCount * 3 );
  78. const positionAttribute = new BufferAttribute( this.positionArray, 3 );
  79. positionAttribute.setUsage( DynamicDrawUsage );
  80. geometry.setAttribute( 'position', positionAttribute );
  81. this.normalArray = new Float32Array( maxVertexCount * 3 );
  82. const normalAttribute = new BufferAttribute( this.normalArray, 3 );
  83. normalAttribute.setUsage( DynamicDrawUsage );
  84. geometry.setAttribute( 'normal', normalAttribute );
  85. if ( this.enableUvs ) {
  86. this.uvArray = new Float32Array( maxVertexCount * 2 );
  87. const uvAttribute = new BufferAttribute( this.uvArray, 2 );
  88. uvAttribute.setUsage( DynamicDrawUsage );
  89. geometry.setAttribute( 'uv', uvAttribute );
  90. }
  91. if ( this.enableColors ) {
  92. this.colorArray = new Float32Array( maxVertexCount * 3 );
  93. const colorAttribute = new BufferAttribute( this.colorArray, 3 );
  94. colorAttribute.setUsage( DynamicDrawUsage );
  95. geometry.setAttribute( 'color', colorAttribute );
  96. }
  97. geometry.boundingSphere = new Sphere( new Vector3(), 1 );
  98. };
  99. ///////////////////////
  100. // Polygonization
  101. ///////////////////////
  102. function lerp( a, b, t ) {
  103. return a + ( b - a ) * t;
  104. }
  105. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  106. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  107. nc = scope.normal_cache;
  108. vlist[ offset + 0 ] = x + mu * scope.delta;
  109. vlist[ offset + 1 ] = y;
  110. vlist[ offset + 2 ] = z;
  111. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  112. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  113. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  114. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  115. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  116. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  117. }
  118. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  119. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  120. nc = scope.normal_cache;
  121. vlist[ offset + 0 ] = x;
  122. vlist[ offset + 1 ] = y + mu * scope.delta;
  123. vlist[ offset + 2 ] = z;
  124. const q2 = q + scope.yd * 3;
  125. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  126. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  127. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  128. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  129. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  130. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  131. }
  132. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  133. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  134. nc = scope.normal_cache;
  135. vlist[ offset + 0 ] = x;
  136. vlist[ offset + 1 ] = y;
  137. vlist[ offset + 2 ] = z + mu * scope.delta;
  138. const q2 = q + scope.zd * 3;
  139. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  140. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  141. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  142. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  143. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  144. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  145. }
  146. function compNorm( q ) {
  147. const q3 = q * 3;
  148. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  149. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  150. scope.normal_cache[ q3 + 1 ] =
  151. scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  152. scope.normal_cache[ q3 + 2 ] =
  153. scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  154. }
  155. }
  156. // Returns total number of triangles. Fills triangles.
  157. // (this is where most of time is spent - it's inner work of O(n3) loop )
  158. function polygonize( fx, fy, fz, q, isol ) {
  159. // cache indices
  160. const q1 = q + 1,
  161. qy = q + scope.yd,
  162. qz = q + scope.zd,
  163. q1y = q1 + scope.yd,
  164. q1z = q1 + scope.zd,
  165. qyz = q + scope.yd + scope.zd,
  166. q1yz = q1 + scope.yd + scope.zd;
  167. let cubeindex = 0;
  168. const field0 = scope.field[ q ],
  169. field1 = scope.field[ q1 ],
  170. field2 = scope.field[ qy ],
  171. field3 = scope.field[ q1y ],
  172. field4 = scope.field[ qz ],
  173. field5 = scope.field[ q1z ],
  174. field6 = scope.field[ qyz ],
  175. field7 = scope.field[ q1yz ];
  176. if ( field0 < isol ) cubeindex |= 1;
  177. if ( field1 < isol ) cubeindex |= 2;
  178. if ( field2 < isol ) cubeindex |= 8;
  179. if ( field3 < isol ) cubeindex |= 4;
  180. if ( field4 < isol ) cubeindex |= 16;
  181. if ( field5 < isol ) cubeindex |= 32;
  182. if ( field6 < isol ) cubeindex |= 128;
  183. if ( field7 < isol ) cubeindex |= 64;
  184. // if cube is entirely in/out of the surface - bail, nothing to draw
  185. const bits = edgeTable[ cubeindex ];
  186. if ( bits === 0 ) return 0;
  187. const d = scope.delta,
  188. fx2 = fx + d,
  189. fy2 = fy + d,
  190. fz2 = fz + d;
  191. // top of the cube
  192. if ( bits & 1 ) {
  193. compNorm( q );
  194. compNorm( q1 );
  195. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  196. }
  197. if ( bits & 2 ) {
  198. compNorm( q1 );
  199. compNorm( q1y );
  200. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  201. }
  202. if ( bits & 4 ) {
  203. compNorm( qy );
  204. compNorm( q1y );
  205. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  206. }
  207. if ( bits & 8 ) {
  208. compNorm( q );
  209. compNorm( qy );
  210. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  211. }
  212. // bottom of the cube
  213. if ( bits & 16 ) {
  214. compNorm( qz );
  215. compNorm( q1z );
  216. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  217. }
  218. if ( bits & 32 ) {
  219. compNorm( q1z );
  220. compNorm( q1yz );
  221. VIntY(
  222. q1z * 3,
  223. 15,
  224. isol,
  225. fx2,
  226. fy,
  227. fz2,
  228. field5,
  229. field7,
  230. q1z,
  231. q1yz
  232. );
  233. }
  234. if ( bits & 64 ) {
  235. compNorm( qyz );
  236. compNorm( q1yz );
  237. VIntX(
  238. qyz * 3,
  239. 18,
  240. isol,
  241. fx,
  242. fy2,
  243. fz2,
  244. field6,
  245. field7,
  246. qyz,
  247. q1yz
  248. );
  249. }
  250. if ( bits & 128 ) {
  251. compNorm( qz );
  252. compNorm( qyz );
  253. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  254. }
  255. // vertical lines of the cube
  256. if ( bits & 256 ) {
  257. compNorm( q );
  258. compNorm( qz );
  259. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  260. }
  261. if ( bits & 512 ) {
  262. compNorm( q1 );
  263. compNorm( q1z );
  264. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  265. }
  266. if ( bits & 1024 ) {
  267. compNorm( q1y );
  268. compNorm( q1yz );
  269. VIntZ(
  270. q1y * 3,
  271. 30,
  272. isol,
  273. fx2,
  274. fy2,
  275. fz,
  276. field3,
  277. field7,
  278. q1y,
  279. q1yz
  280. );
  281. }
  282. if ( bits & 2048 ) {
  283. compNorm( qy );
  284. compNorm( qyz );
  285. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  286. }
  287. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  288. let o1,
  289. o2,
  290. o3,
  291. numtris = 0,
  292. i = 0;
  293. // here is where triangles are created
  294. while ( triTable[ cubeindex + i ] != - 1 ) {
  295. o1 = cubeindex + i;
  296. o2 = o1 + 1;
  297. o3 = o1 + 2;
  298. posnormtriv(
  299. vlist,
  300. nlist,
  301. clist,
  302. 3 * triTable[ o1 ],
  303. 3 * triTable[ o2 ],
  304. 3 * triTable[ o3 ]
  305. );
  306. i += 3;
  307. numtris ++;
  308. }
  309. return numtris;
  310. }
  311. function posnormtriv( pos, norm, colors, o1, o2, o3 ) {
  312. const c = scope.count * 3;
  313. // positions
  314. scope.positionArray[ c + 0 ] = pos[ o1 ];
  315. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  316. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  317. scope.positionArray[ c + 3 ] = pos[ o2 ];
  318. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  319. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  320. scope.positionArray[ c + 6 ] = pos[ o3 ];
  321. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  322. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
  323. // normals
  324. if ( scope.material.flatShading === true ) {
  325. const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  326. const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  327. const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  328. scope.normalArray[ c + 0 ] = nx;
  329. scope.normalArray[ c + 1 ] = ny;
  330. scope.normalArray[ c + 2 ] = nz;
  331. scope.normalArray[ c + 3 ] = nx;
  332. scope.normalArray[ c + 4 ] = ny;
  333. scope.normalArray[ c + 5 ] = nz;
  334. scope.normalArray[ c + 6 ] = nx;
  335. scope.normalArray[ c + 7 ] = ny;
  336. scope.normalArray[ c + 8 ] = nz;
  337. } else {
  338. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  339. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  340. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  341. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  342. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  343. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  344. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  345. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  346. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  347. }
  348. // uvs
  349. if ( scope.enableUvs ) {
  350. const d = scope.count * 2;
  351. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  352. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  353. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  354. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  355. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  356. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  357. }
  358. // colors
  359. if ( scope.enableColors ) {
  360. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  361. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  362. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  363. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  364. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  365. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  366. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  367. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  368. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  369. }
  370. scope.count += 3;
  371. }
  372. /////////////////////////////////////
  373. // Metaballs
  374. /////////////////////////////////////
  375. /**
  376. * Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  377. * a fixed distance, determined by strength and subtract.
  378. *
  379. * @param {number} ballx - The x-coordinate of the ball.
  380. * @param {number} bally - The y-coordinate of the ball.
  381. * @param {number} ballz - The z-coordinate of the ball.
  382. * @param {number} strength - The strength factor.
  383. * @param {number} subtract - The subtract factor.
  384. * @param {Color} colors - The color.
  385. */
  386. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  387. const sign = Math.sign( strength );
  388. strength = Math.abs( strength );
  389. const userDefineColor = ! ( colors === undefined || colors === null );
  390. let ballColor = new Color( ballx, bally, ballz );
  391. if ( userDefineColor ) {
  392. try {
  393. ballColor =
  394. colors instanceof Color
  395. ? colors
  396. : Array.isArray( colors )
  397. ? new Color(
  398. Math.min( Math.abs( colors[ 0 ] ), 1 ),
  399. Math.min( Math.abs( colors[ 1 ] ), 1 ),
  400. Math.min( Math.abs( colors[ 2 ] ), 1 )
  401. )
  402. : new Color( colors );
  403. } catch ( err ) {
  404. ballColor = new Color( ballx, bally, ballz );
  405. }
  406. }
  407. // Let's solve the equation to find the radius:
  408. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  409. // strength / (radius^2) = subtract
  410. // strength = subtract * radius^2
  411. // radius^2 = strength / subtract
  412. // radius = sqrt(strength / subtract)
  413. const radius = this.size * Math.sqrt( strength / subtract ),
  414. zs = ballz * this.size,
  415. ys = bally * this.size,
  416. xs = ballx * this.size;
  417. let min_z = Math.floor( zs - radius );
  418. if ( min_z < 1 ) min_z = 1;
  419. let max_z = Math.floor( zs + radius );
  420. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  421. let min_y = Math.floor( ys - radius );
  422. if ( min_y < 1 ) min_y = 1;
  423. let max_y = Math.floor( ys + radius );
  424. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  425. let min_x = Math.floor( xs - radius );
  426. if ( min_x < 1 ) min_x = 1;
  427. let max_x = Math.floor( xs + radius );
  428. if ( max_x > this.size - 1 ) max_x = this.size - 1;
  429. // Don't polygonize in the outer layer because normals aren't
  430. // well-defined there.
  431. let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  432. for ( z = min_z; z < max_z; z ++ ) {
  433. z_offset = this.size2 * z;
  434. fz = z / this.size - ballz;
  435. fz2 = fz * fz;
  436. for ( y = min_y; y < max_y; y ++ ) {
  437. y_offset = z_offset + this.size * y;
  438. fy = y / this.size - bally;
  439. fy2 = fy * fy;
  440. for ( x = min_x; x < max_x; x ++ ) {
  441. fx = x / this.size - ballx;
  442. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  443. if ( val > 0.0 ) {
  444. this.field[ y_offset + x ] += val * sign;
  445. // optimization
  446. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  447. const ratio =
  448. Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  449. const contrib =
  450. 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  451. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  452. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  453. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  454. }
  455. }
  456. }
  457. }
  458. };
  459. /**
  460. * Adds a plane along the x-axis.
  461. *
  462. * @param {number} strength - The strength factor.
  463. * @param {number} subtract - The subtract factor.
  464. */
  465. this.addPlaneX = function ( strength, subtract ) {
  466. // cache attribute lookups
  467. const size = this.size,
  468. yd = this.yd,
  469. zd = this.zd,
  470. field = this.field;
  471. let x,
  472. y,
  473. z,
  474. xx,
  475. val,
  476. xdiv,
  477. cxy,
  478. dist = size * Math.sqrt( strength / subtract );
  479. if ( dist > size ) dist = size;
  480. for ( x = 0; x < dist; x ++ ) {
  481. xdiv = x / size;
  482. xx = xdiv * xdiv;
  483. val = strength / ( 0.0001 + xx ) - subtract;
  484. if ( val > 0.0 ) {
  485. for ( y = 0; y < size; y ++ ) {
  486. cxy = x + y * yd;
  487. for ( z = 0; z < size; z ++ ) {
  488. field[ zd * z + cxy ] += val;
  489. }
  490. }
  491. }
  492. }
  493. };
  494. /**
  495. * Adds a plane along the y-axis.
  496. *
  497. * @param {number} strength - The strength factor.
  498. * @param {number} subtract - The subtract factor.
  499. */
  500. this.addPlaneY = function ( strength, subtract ) {
  501. // cache attribute lookups
  502. const size = this.size,
  503. yd = this.yd,
  504. zd = this.zd,
  505. field = this.field;
  506. let x,
  507. y,
  508. z,
  509. yy,
  510. val,
  511. ydiv,
  512. cy,
  513. cxy,
  514. dist = size * Math.sqrt( strength / subtract );
  515. if ( dist > size ) dist = size;
  516. for ( y = 0; y < dist; y ++ ) {
  517. ydiv = y / size;
  518. yy = ydiv * ydiv;
  519. val = strength / ( 0.0001 + yy ) - subtract;
  520. if ( val > 0.0 ) {
  521. cy = y * yd;
  522. for ( x = 0; x < size; x ++ ) {
  523. cxy = cy + x;
  524. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  525. }
  526. }
  527. }
  528. };
  529. /**
  530. * Adds a plane along the z-axis.
  531. *
  532. * @param {number} strength - The strength factor.
  533. * @param {number} subtract - The subtract factor.
  534. */
  535. this.addPlaneZ = function ( strength, subtract ) {
  536. // cache attribute lookups
  537. const size = this.size,
  538. yd = this.yd,
  539. zd = this.zd,
  540. field = this.field;
  541. let x,
  542. y,
  543. z,
  544. zz,
  545. val,
  546. zdiv,
  547. cz,
  548. cyz,
  549. dist = size * Math.sqrt( strength / subtract );
  550. if ( dist > size ) dist = size;
  551. for ( z = 0; z < dist; z ++ ) {
  552. zdiv = z / size;
  553. zz = zdiv * zdiv;
  554. val = strength / ( 0.0001 + zz ) - subtract;
  555. if ( val > 0.0 ) {
  556. cz = zd * z;
  557. for ( y = 0; y < size; y ++ ) {
  558. cyz = cz + y * yd;
  559. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  560. }
  561. }
  562. }
  563. };
  564. /////////////////////////////////////
  565. // Updates
  566. /////////////////////////////////////
  567. /**
  568. * Sets the cell value for the given coordinates.
  569. *
  570. * @param {number} x - The x value.
  571. * @param {number} y - The y value.
  572. * @param {number} z - The z value.
  573. * @param {number} value - The value to set.
  574. */
  575. this.setCell = function ( x, y, z, value ) {
  576. const index = this.size2 * z + this.size * y + x;
  577. this.field[ index ] = value;
  578. };
  579. /**
  580. * Returns the cell value for the given coordinates.
  581. *
  582. * @param {number} x - The x value.
  583. * @param {number} y - The y value.
  584. * @param {number} z - The z value.
  585. * @return {number} The value.
  586. */
  587. this.getCell = function ( x, y, z ) {
  588. const index = this.size2 * z + this.size * y + x;
  589. return this.field[ index ];
  590. };
  591. /**
  592. * Applies a blur with the given intensity.
  593. *
  594. * @param {number} [intensity=1] - The intensity of the blur.
  595. */
  596. this.blur = function ( intensity = 1 ) {
  597. const field = this.field;
  598. const fieldCopy = field.slice();
  599. const size = this.size;
  600. const size2 = this.size2;
  601. for ( let x = 0; x < size; x ++ ) {
  602. for ( let y = 0; y < size; y ++ ) {
  603. for ( let z = 0; z < size; z ++ ) {
  604. const index = size2 * z + size * y + x;
  605. let val = fieldCopy[ index ];
  606. let count = 1;
  607. for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {
  608. const x3 = x2 + x;
  609. if ( x3 < 0 || x3 >= size ) continue;
  610. for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {
  611. const y3 = y2 + y;
  612. if ( y3 < 0 || y3 >= size ) continue;
  613. for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {
  614. const z3 = z2 + z;
  615. if ( z3 < 0 || z3 >= size ) continue;
  616. const index2 = size2 * z3 + size * y3 + x3;
  617. const val2 = fieldCopy[ index2 ];
  618. count ++;
  619. val += intensity * ( val2 - val ) / count;
  620. }
  621. }
  622. }
  623. field[ index ] = val;
  624. }
  625. }
  626. }
  627. };
  628. /**
  629. * Resets the effect.
  630. */
  631. this.reset = function () {
  632. // wipe the normal cache
  633. for ( let i = 0; i < this.size3; i ++ ) {
  634. this.normal_cache[ i * 3 ] = 0.0;
  635. this.field[ i ] = 0.0;
  636. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[
  637. i * 3 + 2
  638. ] = 0.0;
  639. }
  640. };
  641. /**
  642. * Updates the effect.
  643. */
  644. this.update = function () {
  645. this.count = 0;
  646. // Triangulate. Yeah, this is slow.
  647. const smin2 = this.size - 2;
  648. for ( let z = 1; z < smin2; z ++ ) {
  649. const z_offset = this.size2 * z;
  650. const fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  651. for ( let y = 1; y < smin2; y ++ ) {
  652. const y_offset = z_offset + this.size * y;
  653. const fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  654. for ( let x = 1; x < smin2; x ++ ) {
  655. const fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  656. const q = y_offset + x;
  657. polygonize( fx, fy, fz, q, this.isolation );
  658. }
  659. }
  660. }
  661. // set the draw range to only the processed triangles
  662. this.geometry.setDrawRange( 0, this.count );
  663. // update geometry data
  664. geometry.getAttribute( 'position' ).needsUpdate = true;
  665. geometry.getAttribute( 'normal' ).needsUpdate = true;
  666. if ( this.enableUvs ) geometry.getAttribute( 'uv' ).needsUpdate = true;
  667. if ( this.enableColors ) geometry.getAttribute( 'color' ).needsUpdate = true;
  668. // safety check
  669. if ( this.count / 3 > maxPolyCount ) console.warn( 'THREE.MarchingCubes: Geometry buffers too small for rendering. Please create an instance with a higher poly count.' );
  670. };
  671. this.init( resolution );
  672. }
  673. }
  674. /////////////////////////////////////
  675. // Marching cubes lookup tables
  676. /////////////////////////////////////
  677. // These tables are straight from Paul Bourke's page:
  678. // http://paulbourke.net/geometry/polygonise/
  679. // who in turn got them from Cory Gene Bloyd.
  680. const edgeTable = new Int32Array( [
  681. 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
  682. 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
  683. 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
  684. 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
  685. 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c,
  686. 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
  687. 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac,
  688. 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
  689. 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c,
  690. 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
  691. 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc,
  692. 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
  693. 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c,
  694. 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
  695. 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc,
  696. 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
  697. 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
  698. 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
  699. 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
  700. 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
  701. 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
  702. 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
  703. 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
  704. 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460,
  705. 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
  706. 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0,
  707. 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
  708. 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230,
  709. 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
  710. 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190,
  711. 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
  712. 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  713. const triTable = new Int32Array( [
  714. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  715. 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  716. 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  717. 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  718. 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  719. 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  720. 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  721. 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  722. 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  723. 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  724. 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  725. 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  726. 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  727. 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  728. 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  729. 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  730. 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  731. 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  732. 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  733. 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  734. 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  735. 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  736. 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  737. 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  738. 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  739. 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  740. 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  741. 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1,
  742. 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  743. 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1,
  744. 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  745. 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  746. 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  747. 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  748. 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  749. 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  750. 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  751. 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  752. 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  753. 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1,
  754. 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  755. 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  756. 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  757. 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1,
  758. 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  759. 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1,
  760. 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1,
  761. 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  762. 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  763. 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  764. 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  765. 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  766. 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  767. 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1,
  768. 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1,
  769. 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  770. 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  771. 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  772. 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1,
  773. 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  774. 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1,
  775. 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1,
  776. 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1,
  777. 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  778. 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  779. 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  780. 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  781. 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  782. 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  783. 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  784. 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  785. 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1,
  786. 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  787. 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  788. 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  789. 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1,
  790. 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  791. 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  792. 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1,
  793. 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  794. 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  795. 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  796. 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  797. 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1,
  798. 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  799. 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1,
  800. 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1,
  801. 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1,
  802. 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  803. 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1,
  804. 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1,
  805. 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1,
  806. 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1,
  807. 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1,
  808. 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1,
  809. 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1,
  810. 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  811. 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  812. 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  813. 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  814. 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  815. 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1,
  816. 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  817. 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  818. 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  819. 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1,
  820. 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1,
  821. 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1,
  822. 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1,
  823. 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1,
  824. 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  825. 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  826. 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  827. 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1,
  828. 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1,
  829. 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  830. 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  831. 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1,
  832. 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  833. 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  834. 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1,
  835. 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1,
  836. 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1,
  837. 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1,
  838. 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1,
  839. 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  840. 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1,
  841. 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  842. 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  843. 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  844. 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  845. 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  846. 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  847. 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  848. 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  849. 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1,
  850. 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  851. 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  852. 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  853. 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1,
  854. 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  855. 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1,
  856. 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1,
  857. 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  858. 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  859. 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  860. 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  861. 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1,
  862. 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  863. 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1,
  864. 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1,
  865. 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1,
  866. 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  867. 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  868. 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1,
  869. 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  870. 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1,
  871. 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  872. 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1,
  873. 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  874. 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  875. 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  876. 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  877. 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1,
  878. 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  879. 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1,
  880. 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1,
  881. 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1,
  882. 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  883. 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1,
  884. 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1,
  885. 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1,
  886. 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1,
  887. 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1,
  888. 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1,
  889. 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1,
  890. 6, 9, 5, 6, 11, 9, 11, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  891. 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, - 1, - 1, - 1, - 1,
  892. 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, - 1, - 1, - 1, - 1,
  893. 6, 11, 3, 6, 3, 5, 5, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  894. 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, - 1, - 1, - 1, - 1,
  895. 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, - 1,
  896. 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, - 1,
  897. 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, - 1, - 1, - 1, - 1,
  898. 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, - 1, - 1, - 1, - 1,
  899. 9, 5, 6, 9, 6, 0, 0, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  900. 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, - 1,
  901. 1, 5, 6, 2, 1, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  902. 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, - 1,
  903. 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, - 1, - 1, - 1, - 1,
  904. 0, 3, 8, 5, 6, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  905. 10, 5, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  906. 11, 5, 10, 7, 5, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  907. 11, 5, 10, 11, 7, 5, 8, 3, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  908. 5, 11, 7, 5, 10, 11, 1, 9, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  909. 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, - 1, - 1, - 1, - 1,
  910. 11, 1, 2, 11, 7, 1, 7, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  911. 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, - 1, - 1, - 1, - 1,
  912. 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, - 1, - 1, - 1, - 1,
  913. 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, - 1,
  914. 2, 5, 10, 2, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  915. 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, - 1, - 1, - 1, - 1,
  916. 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, - 1, - 1, - 1, - 1,
  917. 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, - 1,
  918. 1, 3, 5, 3, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  919. 0, 8, 7, 0, 7, 1, 1, 7, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  920. 9, 0, 3, 9, 3, 5, 5, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  921. 9, 8, 7, 5, 9, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  922. 5, 8, 4, 5, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  923. 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, - 1, - 1, - 1, - 1,
  924. 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, - 1, - 1, - 1, - 1,
  925. 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, - 1,
  926. 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, - 1, - 1, - 1, - 1,
  927. 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, - 1,
  928. 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, - 1,
  929. 9, 4, 5, 2, 11, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  930. 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, - 1, - 1, - 1, - 1,
  931. 5, 10, 2, 5, 2, 4, 4, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  932. 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, - 1,
  933. 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, - 1, - 1, - 1, - 1,
  934. 8, 4, 5, 8, 5, 3, 3, 5, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  935. 0, 4, 5, 1, 0, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  936. 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, - 1, - 1, - 1, - 1,
  937. 9, 4, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  938. 4, 11, 7, 4, 9, 11, 9, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  939. 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, - 1, - 1, - 1, - 1,
  940. 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, - 1, - 1, - 1, - 1,
  941. 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, - 1,
  942. 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, - 1, - 1, - 1, - 1,
  943. 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, - 1,
  944. 11, 7, 4, 11, 4, 2, 2, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  945. 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, - 1, - 1, - 1, - 1,
  946. 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, - 1, - 1, - 1, - 1,
  947. 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, - 1,
  948. 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, - 1,
  949. 1, 10, 2, 8, 7, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  950. 4, 9, 1, 4, 1, 7, 7, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  951. 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, - 1, - 1, - 1, - 1,
  952. 4, 0, 3, 7, 4, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  953. 4, 8, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  954. 9, 10, 8, 10, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  955. 3, 0, 9, 3, 9, 11, 11, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  956. 0, 1, 10, 0, 10, 8, 8, 10, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  957. 3, 1, 10, 11, 3, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  958. 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  959. 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1,
  960. 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  961. 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  962. 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  963. 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  964. 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1,
  965. 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  966. 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  967. 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  968. 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,
  969. - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
  970. export { MarchingCubes, edgeTable, triTable };
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