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( function () {
/**
* Port of http://webglsamples.org/blob/blob.html
*/
class MarchingCubes extends THREE.Mesh {
constructor( resolution, material, enableUvs = false, enableColors = false, maxPolyCount = 10000 ) {
const geometry = new THREE.BufferGeometry();
super( geometry, material );
this.isMarchingCubes = true;
const scope = this;
// temp buffers used in polygonize
const vlist = new Float32Array( 12 * 3 );
const nlist = new Float32Array( 12 * 3 );
const clist = new Float32Array( 12 * 3 );
this.enableUvs = enableUvs;
this.enableColors = enableColors;
// functions have to be object properties
// prototype functions kill performance
// (tested and it was 4x slower !!!)
this.init = function ( resolution ) {
this.resolution = resolution;
// parameters
this.isolation = 80.0;
// size of field, 32 is pushing it in Javascript :)
this.size = resolution;
this.size2 = this.size * this.size;
this.size3 = this.size2 * this.size;
this.halfsize = this.size / 2.0;
// deltas
this.delta = 2.0 / this.size;
this.yd = this.size;
this.zd = this.size2;
this.field = new Float32Array( this.size3 );
this.normal_cache = new Float32Array( this.size3 * 3 );
this.palette = new Float32Array( this.size3 * 3 );
//
this.count = 0;
const maxVertexCount = maxPolyCount * 3;
this.positionArray = new Float32Array( maxVertexCount * 3 );
const positionAttribute = new THREE.BufferAttribute( this.positionArray, 3 );
positionAttribute.setUsage( THREE.DynamicDrawUsage );
geometry.setAttribute( 'position', positionAttribute );
this.normalArray = new Float32Array( maxVertexCount * 3 );
const normalAttribute = new THREE.BufferAttribute( this.normalArray, 3 );
normalAttribute.setUsage( THREE.DynamicDrawUsage );
geometry.setAttribute( 'normal', normalAttribute );
if ( this.enableUvs ) {
this.uvArray = new Float32Array( maxVertexCount * 2 );
const uvAttribute = new THREE.BufferAttribute( this.uvArray, 2 );
uvAttribute.setUsage( THREE.DynamicDrawUsage );
geometry.setAttribute( 'uv', uvAttribute );
}
if ( this.enableColors ) {
this.colorArray = new Float32Array( maxVertexCount * 3 );
const colorAttribute = new THREE.BufferAttribute( this.colorArray, 3 );
colorAttribute.setUsage( THREE.DynamicDrawUsage );
geometry.setAttribute( 'color', colorAttribute );
}
};
///////////////////////
// Polygonization
///////////////////////
function lerp( a, b, t ) {
return a + ( b - a ) * t;
}
function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
nc = scope.normal_cache;
vlist[ offset + 0 ] = x + mu * scope.delta;
vlist[ offset + 1 ] = y;
vlist[ offset + 2 ] = z;
nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
}
function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
nc = scope.normal_cache;
vlist[ offset + 0 ] = x;
vlist[ offset + 1 ] = y + mu * scope.delta;
vlist[ offset + 2 ] = z;
const q2 = q + scope.yd * 3;
nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
}
function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
nc = scope.normal_cache;
vlist[ offset + 0 ] = x;
vlist[ offset + 1 ] = y;
vlist[ offset + 2 ] = z + mu * scope.delta;
const q2 = q + scope.zd * 3;
nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
}
function compNorm( q ) {
const q3 = q * 3;
if ( scope.normal_cache[ q3 ] === 0.0 ) {
scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
scope.normal_cache[ q3 + 1 ] = scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
scope.normal_cache[ q3 + 2 ] = scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
}
}
// Returns total number of triangles. Fills triangles.
// (this is where most of time is spent - it's inner work of O(n3) loop )
function polygonize( fx, fy, fz, q, isol ) {
// cache indices
const q1 = q + 1,
qy = q + scope.yd,
qz = q + scope.zd,
q1y = q1 + scope.yd,
q1z = q1 + scope.zd,
qyz = q + scope.yd + scope.zd,
q1yz = q1 + scope.yd + scope.zd;
let cubeindex = 0;
const field0 = scope.field[ q ],
field1 = scope.field[ q1 ],
field2 = scope.field[ qy ],
field3 = scope.field[ q1y ],
field4 = scope.field[ qz ],
field5 = scope.field[ q1z ],
field6 = scope.field[ qyz ],
field7 = scope.field[ q1yz ];
if ( field0 < isol ) cubeindex |= 1;
if ( field1 < isol ) cubeindex |= 2;
if ( field2 < isol ) cubeindex |= 8;
if ( field3 < isol ) cubeindex |= 4;
if ( field4 < isol ) cubeindex |= 16;
if ( field5 < isol ) cubeindex |= 32;
if ( field6 < isol ) cubeindex |= 128;
if ( field7 < isol ) cubeindex |= 64;
// if cube is entirely in/out of the surface - bail, nothing to draw
const bits = edgeTable[ cubeindex ];
if ( bits === 0 ) return 0;
const d = scope.delta,
fx2 = fx + d,
fy2 = fy + d,
fz2 = fz + d;
// top of the cube
if ( bits & 1 ) {
compNorm( q );
compNorm( q1 );
VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
}
if ( bits & 2 ) {
compNorm( q1 );
compNorm( q1y );
VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
}
if ( bits & 4 ) {
compNorm( qy );
compNorm( q1y );
VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
}
if ( bits & 8 ) {
compNorm( q );
compNorm( qy );
VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
}
// bottom of the cube
if ( bits & 16 ) {
compNorm( qz );
compNorm( q1z );
VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
}
if ( bits & 32 ) {
compNorm( q1z );
compNorm( q1yz );
VIntY( q1z * 3, 15, isol, fx2, fy, fz2, field5, field7, q1z, q1yz );
}
if ( bits & 64 ) {
compNorm( qyz );
compNorm( q1yz );
VIntX( qyz * 3, 18, isol, fx, fy2, fz2, field6, field7, qyz, q1yz );
}
if ( bits & 128 ) {
compNorm( qz );
compNorm( qyz );
VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
}
// vertical lines of the cube
if ( bits & 256 ) {
compNorm( q );
compNorm( qz );
VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
}
if ( bits & 512 ) {
compNorm( q1 );
compNorm( q1z );
VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
}
if ( bits & 1024 ) {
compNorm( q1y );
compNorm( q1yz );
VIntZ( q1y * 3, 30, isol, fx2, fy2, fz, field3, field7, q1y, q1yz );
}
if ( bits & 2048 ) {
compNorm( qy );
compNorm( qyz );
VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
}
cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
let o1,
o2,
o3,
numtris = 0,
i = 0;
// here is where triangles are created
while ( triTable[ cubeindex + i ] != - 1 ) {
o1 = cubeindex + i;
o2 = o1 + 1;
o3 = o1 + 2;
posnormtriv( vlist, nlist, clist, 3 * triTable[ o1 ], 3 * triTable[ o2 ], 3 * triTable[ o3 ] );
i += 3;
numtris ++;
}
return numtris;
}
function posnormtriv( pos, norm, colors, o1, o2, o3 ) {
const c = scope.count * 3;
// positions
scope.positionArray[ c + 0 ] = pos[ o1 ];
scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
scope.positionArray[ c + 3 ] = pos[ o2 ];
scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
scope.positionArray[ c + 6 ] = pos[ o3 ];
scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
// normals
if ( scope.material.flatShading === true ) {
const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
scope.normalArray[ c + 0 ] = nx;
scope.normalArray[ c + 1 ] = ny;
scope.normalArray[ c + 2 ] = nz;
scope.normalArray[ c + 3 ] = nx;
scope.normalArray[ c + 4 ] = ny;
scope.normalArray[ c + 5 ] = nz;
scope.normalArray[ c + 6 ] = nx;
scope.normalArray[ c + 7 ] = ny;
scope.normalArray[ c + 8 ] = nz;
} else {
scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
}
// uvs
if ( scope.enableUvs ) {
const d = scope.count * 2;
scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
}
// colors
if ( scope.enableColors ) {
scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
}
scope.count += 3;
}
/////////////////////////////////////
// Metaballs
/////////////////////////////////////
// Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
// a fixed distance, determined by strength and subtract.
this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
const sign = Math.sign( strength );
strength = Math.abs( strength );
const userDefineColor = ! ( colors === undefined || colors === null );
let ballColor = new THREE.Color( ballx, bally, ballz );
if ( userDefineColor ) {
try {
ballColor = colors instanceof THREE.Color ? colors : Array.isArray( colors ) ? new THREE.Color( Math.min( Math.abs( colors[ 0 ] ), 1 ), Math.min( Math.abs( colors[ 1 ] ), 1 ), Math.min( Math.abs( colors[ 2 ] ), 1 ) ) : new THREE.Color( colors );
} catch ( err ) {
ballColor = new THREE.Color( ballx, bally, ballz );
}
}
// Let's solve the equation to find the radius:
// 1.0 / (0.000001 + radius^2) * strength - subtract = 0
// strength / (radius^2) = subtract
// strength = subtract * radius^2
// radius^2 = strength / subtract
// radius = sqrt(strength / subtract)
const radius = this.size * Math.sqrt( strength / subtract ),
zs = ballz * this.size,
ys = bally * this.size,
xs = ballx * this.size;
let min_z = Math.floor( zs - radius );
if ( min_z < 1 ) min_z = 1;
let max_z = Math.floor( zs + radius );
if ( max_z > this.size - 1 ) max_z = this.size - 1;
let min_y = Math.floor( ys - radius );
if ( min_y < 1 ) min_y = 1;
let max_y = Math.floor( ys + radius );
if ( max_y > this.size - 1 ) max_y = this.size - 1;
let min_x = Math.floor( xs - radius );
if ( min_x < 1 ) min_x = 1;
let max_x = Math.floor( xs + radius );
if ( max_x > this.size - 1 ) max_x = this.size - 1;
// Don't polygonize in the outer layer because normals aren't
// well-defined there.
let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
for ( z = min_z; z < max_z; z ++ ) {
z_offset = this.size2 * z;
fz = z / this.size - ballz;
fz2 = fz * fz;
for ( y = min_y; y < max_y; y ++ ) {
y_offset = z_offset + this.size * y;
fy = y / this.size - bally;
fy2 = fy * fy;
for ( x = min_x; x < max_x; x ++ ) {
fx = x / this.size - ballx;
val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
if ( val > 0.0 ) {
this.field[ y_offset + x ] += val * sign;
// optimization
// http://www.geisswerks.com/ryan/BLOBS/blobs.html
const ratio = Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
const contrib = 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
}
}
}
}
};
this.addPlaneX = function ( strength, subtract ) {
// cache attribute lookups
const size = this.size,
yd = this.yd,
zd = this.zd,
field = this.field;
let x,
y,
z,
xx,
val,
xdiv,
cxy,
dist = size * Math.sqrt( strength / subtract );
if ( dist > size ) dist = size;
for ( x = 0; x < dist; x ++ ) {
xdiv = x / size;
xx = xdiv * xdiv;
val = strength / ( 0.0001 + xx ) - subtract;
if ( val > 0.0 ) {
for ( y = 0; y < size; y ++ ) {
cxy = x + y * yd;
for ( z = 0; z < size; z ++ ) {
field[ zd * z + cxy ] += val;
}
}
}
}
};
this.addPlaneY = function ( strength, subtract ) {
// cache attribute lookups
const size = this.size,
yd = this.yd,
zd = this.zd,
field = this.field;
let x,
y,
z,
yy,
val,
ydiv,
cy,
cxy,
dist = size * Math.sqrt( strength / subtract );
if ( dist > size ) dist = size;
for ( y = 0; y < dist; y ++ ) {
ydiv = y / size;
yy = ydiv * ydiv;
val = strength / ( 0.0001 + yy ) - subtract;
if ( val > 0.0 ) {
cy = y * yd;
for ( x = 0; x < size; x ++ ) {
cxy = cy + x;
for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
}
}
}
};
this.addPlaneZ = function ( strength, subtract ) {
// cache attribute lookups
const size = this.size,
yd = this.yd,
zd = this.zd,
field = this.field;
let x,
y,
z,
zz,
val,
zdiv,
cz,
cyz,
dist = size * Math.sqrt( strength / subtract );
if ( dist > size ) dist = size;
for ( z = 0; z < dist; z ++ ) {
zdiv = z / size;
zz = zdiv * zdiv;
val = strength / ( 0.0001 + zz ) - subtract;
if ( val > 0.0 ) {
cz = zd * z;
for ( y = 0; y < size; y ++ ) {
cyz = cz + y * yd;
for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
}
}
}
};
/////////////////////////////////////
// Updates
/////////////////////////////////////
this.setCell = function ( x, y, z, value ) {
const index = this.size2 * z + this.size * y + x;
this.field[ index ] = value;
};
this.getCell = function ( x, y, z ) {
const index = this.size2 * z + this.size * y + x;
return this.field[ index ];
};
this.blur = function ( intensity = 1 ) {
const field = this.field;
const fieldCopy = field.slice();
const size = this.size;
const size2 = this.size2;
for ( let x = 0; x < size; x ++ ) {
for ( let y = 0; y < size; y ++ ) {
for ( let z = 0; z < size; z ++ ) {
const index = size2 * z + size * y + x;
let val = fieldCopy[ index ];
let count = 1;
for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {
const x3 = x2 + x;
if ( x3 < 0 || x3 >= size ) continue;
for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {
const y3 = y2 + y;
if ( y3 < 0 || y3 >= size ) continue;
for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {
const z3 = z2 + z;
if ( z3 < 0 || z3 >= size ) continue;
const index2 = size2 * z3 + size * y3 + x3;
const val2 = fieldCopy[ index2 ];
count ++;
val += intensity * ( val2 - val ) / count;
}
}
}
field[ index ] = val;
}
}
}
};
this.reset = function () {
// wipe the normal cache
for ( let i = 0; i < this.size3; i ++ ) {
this.normal_cache[ i * 3 ] = 0.0;
this.field[ i ] = 0.0;
this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[ i * 3 + 2 ] = 0.0;
}
};
this.update = function () {
this.count = 0;
// Triangulate. Yeah, this is slow.
const smin2 = this.size - 2;
for ( let z = 1; z < smin2; z ++ ) {
const z_offset = this.size2 * z;
const fz = ( z - this.halfsize ) / this.halfsize; //+ 1
for ( let y = 1; y < smin2; y ++ ) {
const y_offset = z_offset + this.size * y;
const fy = ( y - this.halfsize ) / this.halfsize; //+ 1
for ( let x = 1; x < smin2; x ++ ) {
const fx = ( x - this.halfsize ) / this.halfsize; //+ 1
const q = y_offset + x;
polygonize( fx, fy, fz, q, this.isolation );
}
}
}
// set the draw range to only the processed triangles
this.geometry.setDrawRange( 0, this.count );
// update geometry data
geometry.getAttribute( 'position' ).needsUpdate = true;
geometry.getAttribute( 'normal' ).needsUpdate = true;
if ( this.enableUvs ) geometry.getAttribute( 'uv' ).needsUpdate = true;
if ( this.enableColors ) geometry.getAttribute( 'color' ).needsUpdate = true;
// safety check
if ( this.count / 3 > maxPolyCount ) console.warn( 'THREE.MarchingCubes: Geometry buffers too small for rendering. Please create an instance with a higher poly count.' );
};
this.init( resolution );
}
}
/////////////////////////////////////
// Marching cubes lookup tables
/////////////////////////////////////
// These tables are straight from Paul Bourke's page:
// http://paulbourke.net/geometry/polygonise/
// who in turn got them from Cory Gene Bloyd.
const edgeTable = new Int32Array( [ 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00, 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90, 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30, 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0, 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60, 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0, 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950, 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc, 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0, 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0, 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650, 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0, 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460, 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0, 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230, 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190, 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
const triTable = new Int32Array( [ - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1, 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1, 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1, 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1, 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1, 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1, 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1, 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1, 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1, 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1, 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1, 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1, 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1, 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1, 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, - 1, 11, 10, 5, 7, 11, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 0, 1, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 8, 3, 1, 9, 8, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 6, 5, 2, 6, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 6, 5, 1, 2, 6, 3, 0, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 6, 5, 9, 0, 6, 0, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, - 1, - 1, - 1, - 1, 2, 3, 11, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 0, 8, 11, 2, 0, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, - 1, - 1, - 1, - 1, 6, 3, 11, 6, 5, 3, 5, 1, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1, 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, - 1, - 1, - 1, - 1, 6, 5, 9, 6, 9, 11, 11, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 3, 0, 4, 7, 3, 6, 5, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 5, 10, 6, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1, 6, 1, 2, 6, 5, 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, - 1, - 1, - 1, - 1, 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, - 1, - 1, - 1, - 1, 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, - 1, 3, 11, 2, 7, 8, 4, 10, 6, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1, 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, - 1, - 1, - 1, - 1, 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, - 1, 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, - 1, - 1, - 1, - 1, 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, - 1, 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, - 1, 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, - 1, - 1, - 1, - 1, 10, 4, 9, 6, 4, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 10, 6, 4, 9, 10, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 0, 1, 10, 6, 0, 6, 4, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1, 1, 4, 9, 1, 2, 4, 2, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, - 1, - 1, - 1, - 1, 0, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 3, 2, 8, 2, 4, 4, 2, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 4, 9, 10, 6, 4, 11, 2, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, - 1, - 1, - 1, - 1, 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, - 1, - 1, - 1, - 1, 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, - 1, 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, - 1, - 1, - 1, - 1, 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, - 1, 3, 11, 6, 3, 6, 0, 0, 6, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 6, 4, 8, 11, 6, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 10, 6, 7, 8, 10, 8, 9, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, - 1, - 1, - 1, - 1, 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, - 1, - 1, - 1, - 1, 10, 6, 7, 10, 7, 1, 1, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1, 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, - 1, 7, 8, 0, 7, 0, 6, 6, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 3, 2, 6, 7, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, - 1, - 1, - 1, - 1, 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, - 1, 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, - 1, 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, - 1, - 1, - 1, - 1, 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, - 1, 0, 9, 1, 11, 6, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, - 1, - 1, - 1, - 1, 7, 11, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 1, 9, 8, 3, 1, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 1, 2, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 3, 0, 8, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 9, 0, 2, 10, 9, 6, 11, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, - 1, - 1, - 1, - 1, 7, 2, 3, 6, 2, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 0, 8, 7, 6, 0, 6, 2, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 7, 6, 2, 3, 7, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, - 1, - 1, - 1, - 1, 10, 7, 6, 10, 1, 7, 1, 3, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, - 1, - 1, - 1, - 1, 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, - 1, - 1, - 1, - 1, 7, 6, 10, 7, 10, 8, 8, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 6, 8, 4, 11, 8, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 6, 11, 3, 0, 6, 0, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 6, 11, 8, 4, 6, 9, 0, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, - 1, - 1, - 1, - 1, 6, 8, 4, 6, 11, 8, 2, 10, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, - 1, - 1, - 1, - 1, 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, - 1, - 1, - 1, - 1, 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, - 1, 8, 2, 3, 8, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 4, 2, 4, 6, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, - 1, - 1, - 1, - 1, 1, 9, 4, 1, 4, 2, 2, 4, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, - 1, - 1, - 1, - 1, 10, 1, 0, 10, 0, 6, 6, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, - 1, 10, 9, 4, 6, 10, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 9, 5, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 4, 9, 5, 11, 7, 6, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 0, 1, 5, 4, 0, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, - 1, - 1, - 1, - 1, 9, 5, 4, 10, 1, 2, 7, 6, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, - 1, - 1, - 1, - 1, 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, - 1, - 1, - 1, - 1, 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, - 1, 7, 2, 3, 7, 6, 2, 5, 4, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, - 1, - 1, - 1, - 1, 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, - 1, - 1, - 1, - 1, 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, - 1, 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, - 1, - 1, - 1, - 1, 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, - 1, 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, - 1, 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, - 1, - 1, - 1, - 1, 6, 9, 5, 6, 11, 9, 11, 8, 9, - 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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 ] );
THREE.MarchingCubes = MarchingCubes;
THREE.edgeTable = edgeTable;
THREE.triTable = triTable;
} )();