MarchingCubes.js 38 KB

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  1. ( function () {
  2. /**
  3. * Port of http://webglsamples.org/blob/blob.html
  4. */
  5. class MarchingCubes extends THREE.ImmediateRenderObject {
  6. constructor( resolution, material, enableUvs, enableColors ) {
  7. super( material );
  8. const scope = this; // temp buffers used in polygonize
  9. const vlist = new Float32Array( 12 * 3 );
  10. const nlist = new Float32Array( 12 * 3 );
  11. const clist = new Float32Array( 12 * 3 );
  12. this.enableUvs = enableUvs !== undefined ? enableUvs : false;
  13. this.enableColors = enableColors !== undefined ? enableColors : false; // functions have to be object properties
  14. // prototype functions kill performance
  15. // (tested and it was 4x slower !!!)
  16. this.init = function ( resolution ) {
  17. this.resolution = resolution; // parameters
  18. this.isolation = 80.0; // size of field, 32 is pushing it in Javascript :)
  19. this.size = resolution;
  20. this.size2 = this.size * this.size;
  21. this.size3 = this.size2 * this.size;
  22. this.halfsize = this.size / 2.0; // deltas
  23. this.delta = 2.0 / this.size;
  24. this.yd = this.size;
  25. this.zd = this.size2;
  26. this.field = new Float32Array( this.size3 );
  27. this.normal_cache = new Float32Array( this.size3 * 3 );
  28. this.palette = new Float32Array( this.size3 * 3 ); // immediate render mode simulator
  29. this.maxCount = 4096; // TODO: find the fastest size for this buffer
  30. this.count = 0;
  31. this.hasPositions = false;
  32. this.hasNormals = false;
  33. this.hasColors = false;
  34. this.hasUvs = false;
  35. this.positionArray = new Float32Array( this.maxCount * 3 );
  36. this.normalArray = new Float32Array( this.maxCount * 3 );
  37. if ( this.enableUvs ) {
  38. this.uvArray = new Float32Array( this.maxCount * 2 );
  39. }
  40. if ( this.enableColors ) {
  41. this.colorArray = new Float32Array( this.maxCount * 3 );
  42. }
  43. }; ///////////////////////
  44. // Polygonization
  45. ///////////////////////
  46. function lerp( a, b, t ) {
  47. return a + ( b - a ) * t;
  48. }
  49. function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  50. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  51. nc = scope.normal_cache;
  52. vlist[ offset + 0 ] = x + mu * scope.delta;
  53. vlist[ offset + 1 ] = y;
  54. vlist[ offset + 2 ] = z;
  55. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
  56. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
  57. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
  58. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  59. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  60. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  61. }
  62. function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  63. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  64. nc = scope.normal_cache;
  65. vlist[ offset + 0 ] = x;
  66. vlist[ offset + 1 ] = y + mu * scope.delta;
  67. vlist[ offset + 2 ] = z;
  68. const q2 = q + scope.yd * 3;
  69. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  70. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  71. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  72. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  73. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  74. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  75. }
  76. function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
  77. const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
  78. nc = scope.normal_cache;
  79. vlist[ offset + 0 ] = x;
  80. vlist[ offset + 1 ] = y;
  81. vlist[ offset + 2 ] = z + mu * scope.delta;
  82. const q2 = q + scope.zd * 3;
  83. nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
  84. nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
  85. nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
  86. clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
  87. clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
  88. clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
  89. }
  90. function compNorm( q ) {
  91. const q3 = q * 3;
  92. if ( scope.normal_cache[ q3 ] === 0.0 ) {
  93. scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
  94. scope.normal_cache[ q3 + 1 ] = scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
  95. scope.normal_cache[ q3 + 2 ] = scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
  96. }
  97. } // Returns total number of triangles. Fills triangles.
  98. // (this is where most of time is spent - it's inner work of O(n3) loop )
  99. function polygonize( fx, fy, fz, q, isol, renderCallback ) {
  100. // cache indices
  101. const q1 = q + 1,
  102. qy = q + scope.yd,
  103. qz = q + scope.zd,
  104. q1y = q1 + scope.yd,
  105. q1z = q1 + scope.zd,
  106. qyz = q + scope.yd + scope.zd,
  107. q1yz = q1 + scope.yd + scope.zd;
  108. let cubeindex = 0;
  109. const field0 = scope.field[ q ],
  110. field1 = scope.field[ q1 ],
  111. field2 = scope.field[ qy ],
  112. field3 = scope.field[ q1y ],
  113. field4 = scope.field[ qz ],
  114. field5 = scope.field[ q1z ],
  115. field6 = scope.field[ qyz ],
  116. field7 = scope.field[ q1yz ];
  117. if ( field0 < isol ) cubeindex |= 1;
  118. if ( field1 < isol ) cubeindex |= 2;
  119. if ( field2 < isol ) cubeindex |= 8;
  120. if ( field3 < isol ) cubeindex |= 4;
  121. if ( field4 < isol ) cubeindex |= 16;
  122. if ( field5 < isol ) cubeindex |= 32;
  123. if ( field6 < isol ) cubeindex |= 128;
  124. if ( field7 < isol ) cubeindex |= 64; // if cube is entirely in/out of the surface - bail, nothing to draw
  125. const bits = edgeTable[ cubeindex ];
  126. if ( bits === 0 ) return 0;
  127. const d = scope.delta,
  128. fx2 = fx + d,
  129. fy2 = fy + d,
  130. fz2 = fz + d; // top of the cube
  131. if ( bits & 1 ) {
  132. compNorm( q );
  133. compNorm( q1 );
  134. VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
  135. }
  136. if ( bits & 2 ) {
  137. compNorm( q1 );
  138. compNorm( q1y );
  139. VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
  140. }
  141. if ( bits & 4 ) {
  142. compNorm( qy );
  143. compNorm( q1y );
  144. VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
  145. }
  146. if ( bits & 8 ) {
  147. compNorm( q );
  148. compNorm( qy );
  149. VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
  150. } // bottom of the cube
  151. if ( bits & 16 ) {
  152. compNorm( qz );
  153. compNorm( q1z );
  154. VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
  155. }
  156. if ( bits & 32 ) {
  157. compNorm( q1z );
  158. compNorm( q1yz );
  159. VIntY( q1z * 3, 15, isol, fx2, fy, fz2, field5, field7, q1z, q1yz );
  160. }
  161. if ( bits & 64 ) {
  162. compNorm( qyz );
  163. compNorm( q1yz );
  164. VIntX( qyz * 3, 18, isol, fx, fy2, fz2, field6, field7, qyz, q1yz );
  165. }
  166. if ( bits & 128 ) {
  167. compNorm( qz );
  168. compNorm( qyz );
  169. VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
  170. } // vertical lines of the cube
  171. if ( bits & 256 ) {
  172. compNorm( q );
  173. compNorm( qz );
  174. VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
  175. }
  176. if ( bits & 512 ) {
  177. compNorm( q1 );
  178. compNorm( q1z );
  179. VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
  180. }
  181. if ( bits & 1024 ) {
  182. compNorm( q1y );
  183. compNorm( q1yz );
  184. VIntZ( q1y * 3, 30, isol, fx2, fy2, fz, field3, field7, q1y, q1yz );
  185. }
  186. if ( bits & 2048 ) {
  187. compNorm( qy );
  188. compNorm( qyz );
  189. VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
  190. }
  191. cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
  192. let o1,
  193. o2,
  194. o3,
  195. numtris = 0,
  196. i = 0; // here is where triangles are created
  197. while ( triTable[ cubeindex + i ] != - 1 ) {
  198. o1 = cubeindex + i;
  199. o2 = o1 + 1;
  200. o3 = o1 + 2;
  201. posnormtriv( vlist, nlist, clist, 3 * triTable[ o1 ], 3 * triTable[ o2 ], 3 * triTable[ o3 ], renderCallback );
  202. i += 3;
  203. numtris ++;
  204. }
  205. return numtris;
  206. } /////////////////////////////////////
  207. // Immediate render mode simulator
  208. /////////////////////////////////////
  209. function posnormtriv( pos, norm, colors, o1, o2, o3, renderCallback ) {
  210. const c = scope.count * 3; // positions
  211. scope.positionArray[ c + 0 ] = pos[ o1 ];
  212. scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
  213. scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
  214. scope.positionArray[ c + 3 ] = pos[ o2 ];
  215. scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
  216. scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
  217. scope.positionArray[ c + 6 ] = pos[ o3 ];
  218. scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
  219. scope.positionArray[ c + 8 ] = pos[ o3 + 2 ]; // normals
  220. if ( scope.material.flatShading === true ) {
  221. const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
  222. const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
  223. const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
  224. scope.normalArray[ c + 0 ] = nx;
  225. scope.normalArray[ c + 1 ] = ny;
  226. scope.normalArray[ c + 2 ] = nz;
  227. scope.normalArray[ c + 3 ] = nx;
  228. scope.normalArray[ c + 4 ] = ny;
  229. scope.normalArray[ c + 5 ] = nz;
  230. scope.normalArray[ c + 6 ] = nx;
  231. scope.normalArray[ c + 7 ] = ny;
  232. scope.normalArray[ c + 8 ] = nz;
  233. } else {
  234. scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
  235. scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
  236. scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
  237. scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
  238. scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
  239. scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
  240. scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
  241. scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
  242. scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
  243. } // uvs
  244. if ( scope.enableUvs ) {
  245. const d = scope.count * 2;
  246. scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
  247. scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
  248. scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
  249. scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
  250. scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
  251. scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
  252. } // colors
  253. if ( scope.enableColors ) {
  254. scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
  255. scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
  256. scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
  257. scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
  258. scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
  259. scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
  260. scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
  261. scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
  262. scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
  263. }
  264. scope.count += 3;
  265. if ( scope.count >= scope.maxCount - 3 ) {
  266. scope.hasPositions = true;
  267. scope.hasNormals = true;
  268. if ( scope.enableUvs ) {
  269. scope.hasUvs = true;
  270. }
  271. if ( scope.enableColors ) {
  272. scope.hasColors = true;
  273. }
  274. renderCallback( scope );
  275. }
  276. }
  277. this.begin = function () {
  278. this.count = 0;
  279. this.hasPositions = false;
  280. this.hasNormals = false;
  281. this.hasUvs = false;
  282. this.hasColors = false;
  283. };
  284. this.end = function ( renderCallback ) {
  285. if ( this.count === 0 ) return;
  286. for ( let i = this.count * 3; i < this.positionArray.length; i ++ ) {
  287. this.positionArray[ i ] = 0.0;
  288. }
  289. this.hasPositions = true;
  290. this.hasNormals = true;
  291. if ( this.enableUvs && this.material.map ) {
  292. this.hasUvs = true;
  293. }
  294. if ( this.enableColors && this.material.vertexColors !== THREE.NoColors ) {
  295. this.hasColors = true;
  296. }
  297. renderCallback( this );
  298. }; /////////////////////////////////////
  299. // Metaballs
  300. /////////////////////////////////////
  301. // Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
  302. // a fixed distance, determined by strength and subtract.
  303. this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
  304. const sign = Math.sign( strength );
  305. strength = Math.abs( strength );
  306. const userDefineColor = ! ( colors === undefined || colors === null );
  307. let ballColor = new THREE.Color( ballx, bally, ballz );
  308. if ( userDefineColor ) {
  309. try {
  310. ballColor = colors instanceof THREE.Color ? colors : Array.isArray( colors ) ? new THREE.Color( Math.min( Math.abs( colors[ 0 ] ), 1 ), Math.min( Math.abs( colors[ 1 ] ), 1 ), Math.min( Math.abs( colors[ 2 ] ), 1 ) ) : new THREE.Color( colors );
  311. } catch ( err ) {
  312. ballColor = new THREE.Color( ballx, bally, ballz );
  313. }
  314. } // Let's solve the equation to find the radius:
  315. // 1.0 / (0.000001 + radius^2) * strength - subtract = 0
  316. // strength / (radius^2) = subtract
  317. // strength = subtract * radius^2
  318. // radius^2 = strength / subtract
  319. // radius = sqrt(strength / subtract)
  320. const radius = this.size * Math.sqrt( strength / subtract ),
  321. zs = ballz * this.size,
  322. ys = bally * this.size,
  323. xs = ballx * this.size;
  324. let min_z = Math.floor( zs - radius );
  325. if ( min_z < 1 ) min_z = 1;
  326. let max_z = Math.floor( zs + radius );
  327. if ( max_z > this.size - 1 ) max_z = this.size - 1;
  328. let min_y = Math.floor( ys - radius );
  329. if ( min_y < 1 ) min_y = 1;
  330. let max_y = Math.floor( ys + radius );
  331. if ( max_y > this.size - 1 ) max_y = this.size - 1;
  332. let min_x = Math.floor( xs - radius );
  333. if ( min_x < 1 ) min_x = 1;
  334. let max_x = Math.floor( xs + radius );
  335. if ( max_x > this.size - 1 ) max_x = this.size - 1; // Don't polygonize in the outer layer because normals aren't
  336. // well-defined there.
  337. let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
  338. for ( z = min_z; z < max_z; z ++ ) {
  339. z_offset = this.size2 * z;
  340. fz = z / this.size - ballz;
  341. fz2 = fz * fz;
  342. for ( y = min_y; y < max_y; y ++ ) {
  343. y_offset = z_offset + this.size * y;
  344. fy = y / this.size - bally;
  345. fy2 = fy * fy;
  346. for ( x = min_x; x < max_x; x ++ ) {
  347. fx = x / this.size - ballx;
  348. val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
  349. if ( val > 0.0 ) {
  350. this.field[ y_offset + x ] += val * sign; // optimization
  351. // http://www.geisswerks.com/ryan/BLOBS/blobs.html
  352. const ratio = Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
  353. const contrib = 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
  354. this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
  355. this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
  356. this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
  357. }
  358. }
  359. }
  360. }
  361. };
  362. this.addPlaneX = function ( strength, subtract ) {
  363. // cache attribute lookups
  364. const size = this.size,
  365. yd = this.yd,
  366. zd = this.zd,
  367. field = this.field;
  368. let x,
  369. y,
  370. z,
  371. xx,
  372. val,
  373. xdiv,
  374. cxy,
  375. dist = size * Math.sqrt( strength / subtract );
  376. if ( dist > size ) dist = size;
  377. for ( x = 0; x < dist; x ++ ) {
  378. xdiv = x / size;
  379. xx = xdiv * xdiv;
  380. val = strength / ( 0.0001 + xx ) - subtract;
  381. if ( val > 0.0 ) {
  382. for ( y = 0; y < size; y ++ ) {
  383. cxy = x + y * yd;
  384. for ( z = 0; z < size; z ++ ) {
  385. field[ zd * z + cxy ] += val;
  386. }
  387. }
  388. }
  389. }
  390. };
  391. this.addPlaneY = function ( strength, subtract ) {
  392. // cache attribute lookups
  393. const size = this.size,
  394. yd = this.yd,
  395. zd = this.zd,
  396. field = this.field;
  397. let x,
  398. y,
  399. z,
  400. yy,
  401. val,
  402. ydiv,
  403. cy,
  404. cxy,
  405. dist = size * Math.sqrt( strength / subtract );
  406. if ( dist > size ) dist = size;
  407. for ( y = 0; y < dist; y ++ ) {
  408. ydiv = y / size;
  409. yy = ydiv * ydiv;
  410. val = strength / ( 0.0001 + yy ) - subtract;
  411. if ( val > 0.0 ) {
  412. cy = y * yd;
  413. for ( x = 0; x < size; x ++ ) {
  414. cxy = cy + x;
  415. for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
  416. }
  417. }
  418. }
  419. };
  420. this.addPlaneZ = 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. zz,
  430. val,
  431. zdiv,
  432. cz,
  433. cyz,
  434. dist = size * Math.sqrt( strength / subtract );
  435. if ( dist > size ) dist = size;
  436. for ( z = 0; z < dist; z ++ ) {
  437. zdiv = z / size;
  438. zz = zdiv * zdiv;
  439. val = strength / ( 0.0001 + zz ) - subtract;
  440. if ( val > 0.0 ) {
  441. cz = zd * z;
  442. for ( y = 0; y < size; y ++ ) {
  443. cyz = cz + y * yd;
  444. for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
  445. }
  446. }
  447. }
  448. }; /////////////////////////////////////
  449. // Updates
  450. /////////////////////////////////////
  451. this.setCell = function ( x, y, z, value ) {
  452. const index = this.size2 * z + this.size * y + x;
  453. this.field[ index ] = value;
  454. };
  455. this.getCell = function ( x, y, z ) {
  456. const index = this.size2 * z + this.size * y + x;
  457. return this.field[ index ];
  458. };
  459. this.blur = function ( intensity = 1 ) {
  460. const field = this.field;
  461. const fieldCopy = field.slice();
  462. const size = this.size;
  463. const size2 = this.size2;
  464. for ( let x = 0; x < size; x ++ ) {
  465. for ( let y = 0; y < size; y ++ ) {
  466. for ( let z = 0; z < size; z ++ ) {
  467. const index = size2 * z + size * y + x;
  468. let val = fieldCopy[ index ];
  469. let count = 1;
  470. for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {
  471. const x3 = x2 + x;
  472. if ( x3 < 0 || x3 >= size ) continue;
  473. for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {
  474. const y3 = y2 + y;
  475. if ( y3 < 0 || y3 >= size ) continue;
  476. for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {
  477. const z3 = z2 + z;
  478. if ( z3 < 0 || z3 >= size ) continue;
  479. const index2 = size2 * z3 + size * y3 + x3;
  480. const val2 = fieldCopy[ index2 ];
  481. count ++;
  482. val += intensity * ( val2 - val ) / count;
  483. }
  484. }
  485. }
  486. field[ index ] = val;
  487. }
  488. }
  489. }
  490. };
  491. this.reset = function () {
  492. // wipe the normal cache
  493. for ( let i = 0; i < this.size3; i ++ ) {
  494. this.normal_cache[ i * 3 ] = 0.0;
  495. this.field[ i ] = 0.0;
  496. this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[ i * 3 + 2 ] = 0.0;
  497. }
  498. };
  499. this.render = function ( renderCallback ) {
  500. this.begin(); // Triangulate. Yeah, this is slow.
  501. const smin2 = this.size - 2;
  502. for ( let z = 1; z < smin2; z ++ ) {
  503. const z_offset = this.size2 * z;
  504. const fz = ( z - this.halfsize ) / this.halfsize; //+ 1
  505. for ( let y = 1; y < smin2; y ++ ) {
  506. const y_offset = z_offset + this.size * y;
  507. const fy = ( y - this.halfsize ) / this.halfsize; //+ 1
  508. for ( let x = 1; x < smin2; x ++ ) {
  509. const fx = ( x - this.halfsize ) / this.halfsize; //+ 1
  510. const q = y_offset + x;
  511. polygonize( fx, fy, fz, q, this.isolation, renderCallback );
  512. }
  513. }
  514. }
  515. this.end( renderCallback );
  516. };
  517. this.generateGeometry = function () {
  518. console.warn( 'THREE.MarchingCubes: generateGeometry() now returns THREE.BufferGeometry' );
  519. return this.generateBufferGeometry();
  520. };
  521. function concatenate( a, b, length ) {
  522. const result = new Float32Array( a.length + length );
  523. result.set( a, 0 );
  524. result.set( b.slice( 0, length ), a.length );
  525. return result;
  526. }
  527. this.generateBufferGeometry = function () {
  528. const geo = new THREE.BufferGeometry();
  529. let posArray = new Float32Array();
  530. let normArray = new Float32Array();
  531. let colorArray = new Float32Array();
  532. let uvArray = new Float32Array();
  533. const scope = this;
  534. const geo_callback = function ( object ) {
  535. if ( scope.hasPositions ) posArray = concatenate( posArray, object.positionArray, object.count * 3 );
  536. if ( scope.hasNormals ) normArray = concatenate( normArray, object.normalArray, object.count * 3 );
  537. if ( scope.hasColors ) colorArray = concatenate( colorArray, object.colorArray, object.count * 3 );
  538. if ( scope.hasUvs ) uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
  539. object.count = 0;
  540. };
  541. this.render( geo_callback );
  542. if ( this.hasPositions ) geo.setAttribute( 'position', new THREE.BufferAttribute( posArray, 3 ) );
  543. if ( this.hasNormals ) geo.setAttribute( 'normal', new THREE.BufferAttribute( normArray, 3 ) );
  544. if ( this.hasColors ) geo.setAttribute( 'color', new THREE.BufferAttribute( colorArray, 3 ) );
  545. if ( this.hasUvs ) geo.setAttribute( 'uv', new THREE.BufferAttribute( uvArray, 2 ) );
  546. return geo;
  547. };
  548. this.init( resolution );
  549. }
  550. }
  551. MarchingCubes.prototype.isMarchingCubes = true; /////////////////////////////////////
  552. // Marching cubes lookup tables
  553. /////////////////////////////////////
  554. // These tables are straight from Paul Bourke's page:
  555. // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
  556. // who in turn got them from Cory Gene Bloyd.
  557. const edgeTable = new Int32Array( [ 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00, 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90, 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30, 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0, 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60, 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0, 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950, 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc, 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0, 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0, 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650, 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0, 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460, 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0, 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230, 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190, 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
  558. const triTable = new Int32Array( [ - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1, 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1, 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1, 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1, 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1, 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1, 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1, 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1, 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1, 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1, 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1, 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1, 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1, 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1, 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1, 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1, 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1, 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1, 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1, 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1, 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1, 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1, 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1, 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1, 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1, 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1, 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1, 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1, 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1, 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1, 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1, 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1, 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1, 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1, 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1, 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1, 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 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1, 1, 2, 11, 1, 11, 9, 9, 11, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, - 1, - 1, - 1, - 1, 0, 2, 11, 8, 0, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 2, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 3, 8, 2, 8, 10, 10, 8, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 10, 2, 0, 9, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, - 1, - 1, - 1, - 1, 1, 10, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 3, 8, 9, 1, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 9, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 3, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1 ] );
  559. THREE.MarchingCubes = MarchingCubes;
  560. THREE.edgeTable = edgeTable;
  561. THREE.triTable = triTable;
  562. } )();