📄 MarchingCubes.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 7 |
🧱 Classes | 1 |
📦 Imports | 7 |
📊 Variables & Constants | 129 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/objects/MarchingCubes.js
📦 Imports¶
Name | Source |
---|---|
BufferAttribute |
three |
BufferGeometry |
three |
Color |
three |
DynamicDrawUsage |
three |
Mesh |
three |
Sphere |
three |
Vector3 |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
geometry |
any |
let/var | new BufferGeometry() |
✗ |
scope |
this |
let/var | this |
✗ |
vlist |
Float32Array<ArrayBuffer> |
let/var | new Float32Array( 12 * 3 ) |
✗ |
nlist |
Float32Array<ArrayBuffer> |
let/var | new Float32Array( 12 * 3 ) |
✗ |
clist |
Float32Array<ArrayBuffer> |
let/var | new Float32Array( 12 * 3 ) |
✗ |
maxVertexCount |
number |
let/var | maxPolyCount * 3 |
✗ |
positionAttribute |
any |
let/var | new BufferAttribute( this.positionArray, 3 ) |
✗ |
normalAttribute |
any |
let/var | new BufferAttribute( this.normalArray, 3 ) |
✗ |
uvAttribute |
any |
let/var | new BufferAttribute( this.uvArray, 2 ) |
✗ |
colorAttribute |
any |
let/var | new BufferAttribute( this.colorArray, 3 ) |
✗ |
mu |
number |
let/var | ( isol - valp1 ) / ( valp2 - valp1 ) |
✗ |
nc |
any |
let/var | scope.normal_cache |
✗ |
mu |
number |
let/var | ( isol - valp1 ) / ( valp2 - valp1 ) |
✗ |
nc |
any |
let/var | scope.normal_cache |
✗ |
q2 |
any |
let/var | q + scope.yd * 3 |
✗ |
mu |
number |
let/var | ( isol - valp1 ) / ( valp2 - valp1 ) |
✗ |
nc |
any |
let/var | scope.normal_cache |
✗ |
q2 |
any |
let/var | q + scope.zd * 3 |
✗ |
q3 |
number |
let/var | q * 3 |
✗ |
q1 |
any |
let/var | q + 1 |
✗ |
qy |
any |
let/var | q + scope.yd |
✗ |
qz |
any |
let/var | q + scope.zd |
✗ |
q1y |
any |
let/var | q1 + scope.yd |
✗ |
q1z |
any |
let/var | q1 + scope.zd |
✗ |
qyz |
any |
let/var | q + scope.yd + scope.zd |
✗ |
q1yz |
any |
let/var | q1 + scope.yd + scope.zd |
✗ |
cubeindex |
number |
let/var | 0 |
✗ |
field0 |
any |
let/var | scope.field[ q ] |
✗ |
field1 |
any |
let/var | scope.field[ q1 ] |
✗ |
field2 |
any |
let/var | scope.field[ qy ] |
✗ |
field3 |
any |
let/var | scope.field[ q1y ] |
✗ |
field4 |
any |
let/var | scope.field[ qz ] |
✗ |
field5 |
any |
let/var | scope.field[ q1z ] |
✗ |
field6 |
any |
let/var | scope.field[ qyz ] |
✗ |
field7 |
any |
let/var | scope.field[ q1yz ] |
✗ |
bits |
number |
let/var | edgeTable[ cubeindex ] |
✗ |
d |
any |
let/var | scope.delta |
✗ |
fx2 |
any |
let/var | fx + d |
✗ |
fy2 |
any |
let/var | fy + d |
✗ |
fz2 |
any |
let/var | fz + d |
✗ |
o1 |
any |
let/var | *not shown* |
✗ |
o2 |
any |
let/var | *not shown* |
✗ |
o3 |
any |
let/var | *not shown* |
✗ |
numtris |
number |
let/var | 0 |
✗ |
i |
number |
let/var | 0 |
✗ |
c |
number |
let/var | scope.count * 3 |
✗ |
nx |
number |
let/var | ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3 |
✗ |
ny |
number |
let/var | ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3 |
✗ |
nz |
number |
let/var | ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3 |
✗ |
d |
number |
let/var | scope.count * 2 |
✗ |
userDefineColor |
boolean |
let/var | ! ( colors === undefined \|\| colors === null ) |
✗ |
ballColor |
any |
let/var | new Color( ballx, bally, ballz ) |
✗ |
radius |
number |
let/var | this.size * Math.sqrt( strength / subtract ) |
✗ |
zs |
number |
let/var | ballz * this.size |
✗ |
ys |
number |
let/var | bally * this.size |
✗ |
xs |
number |
let/var | ballx * this.size |
✗ |
x |
any |
let/var | *not shown* |
✗ |
y |
any |
let/var | *not shown* |
✗ |
z |
any |
let/var | *not shown* |
✗ |
y_offset |
any |
let/var | *not shown* |
✗ |
z_offset |
any |
let/var | *not shown* |
✗ |
fx |
any |
let/var | *not shown* |
✗ |
fy |
any |
let/var | *not shown* |
✗ |
fz |
any |
let/var | *not shown* |
✗ |
fz2 |
any |
let/var | *not shown* |
✗ |
fy2 |
any |
let/var | *not shown* |
✗ |
val |
any |
let/var | *not shown* |
✗ |
ratio |
number |
let/var | Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * (... |
✗ |
contrib |
number |
let/var | 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 ) |
✗ |
size |
any |
let/var | this.size |
✗ |
yd |
any |
let/var | this.yd |
✗ |
zd |
any |
let/var | this.zd |
✗ |
field |
any |
let/var | this.field |
✗ |
x |
any |
let/var | *not shown* |
✗ |
y |
any |
let/var | *not shown* |
✗ |
z |
any |
let/var | *not shown* |
✗ |
xx |
any |
let/var | *not shown* |
✗ |
val |
any |
let/var | *not shown* |
✗ |
xdiv |
any |
let/var | *not shown* |
✗ |
cxy |
any |
let/var | *not shown* |
✗ |
dist |
number |
let/var | size * Math.sqrt( strength / subtract ) |
✗ |
size |
any |
let/var | this.size |
✗ |
yd |
any |
let/var | this.yd |
✗ |
zd |
any |
let/var | this.zd |
✗ |
field |
any |
let/var | this.field |
✗ |
x |
any |
let/var | *not shown* |
✗ |
y |
any |
let/var | *not shown* |
✗ |
z |
any |
let/var | *not shown* |
✗ |
yy |
any |
let/var | *not shown* |
✗ |
val |
any |
let/var | *not shown* |
✗ |
ydiv |
any |
let/var | *not shown* |
✗ |
cy |
any |
let/var | *not shown* |
✗ |
cxy |
any |
let/var | *not shown* |
✗ |
dist |
number |
let/var | size * Math.sqrt( strength / subtract ) |
✗ |
size |
any |
let/var | this.size |
✗ |
yd |
any |
let/var | this.yd |
✗ |
zd |
any |
let/var | this.zd |
✗ |
field |
any |
let/var | this.field |
✗ |
x |
any |
let/var | *not shown* |
✗ |
y |
any |
let/var | *not shown* |
✗ |
z |
any |
let/var | *not shown* |
✗ |
zz |
any |
let/var | *not shown* |
✗ |
val |
any |
let/var | *not shown* |
✗ |
zdiv |
any |
let/var | *not shown* |
✗ |
cz |
any |
let/var | *not shown* |
✗ |
cyz |
any |
let/var | *not shown* |
✗ |
dist |
number |
let/var | size * Math.sqrt( strength / subtract ) |
✗ |
index |
number |
let/var | this.size2 * z + this.size * y + x |
✗ |
index |
number |
let/var | this.size2 * z + this.size * y + x |
✗ |
field |
any |
let/var | this.field |
✗ |
size |
any |
let/var | this.size |
✗ |
size2 |
any |
let/var | this.size2 |
✗ |
index |
number |
let/var | size2 * z + size * y + x |
✗ |
val |
any |
let/var | fieldCopy[ index ] |
✗ |
count |
number |
let/var | 1 |
✗ |
x3 |
number |
let/var | x2 + x |
✗ |
y3 |
number |
let/var | y2 + y |
✗ |
z3 |
number |
let/var | z2 + z |
✗ |
index2 |
number |
let/var | size2 * z3 + size * y3 + x3 |
✗ |
val2 |
any |
let/var | fieldCopy[ index2 ] |
✗ |
smin2 |
number |
let/var | this.size - 2 |
✗ |
z_offset |
number |
let/var | this.size2 * z |
✗ |
fz |
number |
let/var | ( z - this.halfsize ) / this.halfsize |
✗ |
y_offset |
number |
let/var | z_offset + this.size * y |
✗ |
fy |
number |
let/var | ( y - this.halfsize ) / this.halfsize |
✗ |
fx |
number |
let/var | ( x - this.halfsize ) / this.halfsize |
✗ |
q |
number |
let/var | y_offset + x |
✗ |
edgeTable |
Int32Array<ArrayBuffer> |
let/var | new Int32Array( [ 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c... |
✗ |
triTable |
Int32Array<ArrayBuffer> |
let/var | new Int32Array( [ - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1,... |
✗ |
Functions¶
lerp(a: any, b: any, t: any): any
¶
Parameters:
a
any
b
any
t
any
Returns: any
VIntX(q: any, offset: any, isol: any, x: any, y: any, z: any, valp1: any, valp2: any, c_offset1: any, c_offset2: any): void
¶
Parameters:
q
any
offset
any
isol
any
x
any
y
any
z
any
valp1
any
valp2
any
c_offset1
any
c_offset2
any
Returns: void
Calls:
lerp
Code
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 );
}
VIntY(q: any, offset: any, isol: any, x: any, y: any, z: any, valp1: any, valp2: any, c_offset1: any, c_offset2: any): void
¶
Parameters:
q
any
offset
any
isol
any
x
any
y
any
z
any
valp1
any
valp2
any
c_offset1
any
c_offset2
any
Returns: void
Calls:
lerp
Code
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 );
}
VIntZ(q: any, offset: any, isol: any, x: any, y: any, z: any, valp1: any, valp2: any, c_offset1: any, c_offset2: any): void
¶
Parameters:
q
any
offset
any
isol
any
x
any
y
any
z
any
valp1
any
valp2
any
c_offset1
any
c_offset2
any
Returns: void
Calls:
lerp
Code
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 );
}
compNorm(q: any): void
¶
Parameters:
q
any
Returns: void
Code
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 ];
}
}
polygonize(fx: any, fy: any, fz: any, q: any, isol: any): number
¶
Parameters:
fx
any
fy
any
fz
any
q
any
isol
any
Returns: number
Calls:
compNorm
VIntX
VIntY
VIntZ
posnormtriv
Internal Comments:
// cache indices (x2)
// if cube is entirely in/out of the surface - bail, nothing to draw (x2)
// top of the cube
// bottom of the cube
// vertical lines of the cube
// here is where triangles are created
Code
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;
}
posnormtriv(pos: any, norm: any, colors: any, o1: any, o2: any, o3: any): void
¶
Parameters:
pos
any
norm
any
colors
any
o1
any
o2
any
o3
any
Returns: void
Internal Comments:
Code
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;
}
Classes¶
MarchingCubes
¶
Class Code
class MarchingCubes extends Mesh {
/**
* Constructs a new marching cubes instance.
*
* @param {number} resolution - The effect's resolution.
* @param {Material} material - The cube's material.
* @param {boolean} [enableUvs=false] - Whether texture coordinates should be animated or not.
* @param {boolean} [enableColors=false] - Whether colors should be animated or not.
* @param {number} [maxPolyCount=10000] - The maximum size of the geometry buffers.
*/
constructor( resolution, material, enableUvs = false, enableColors = false, maxPolyCount = 10000 ) {
const geometry = new BufferGeometry();
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
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 );
/**
* Whether texture coordinates should be animated or not.
*
* @type {boolean}
* @default false
*/
this.enableUvs = enableUvs;
/**
* Whether colors should be animated or not.
*
* @type {boolean}
* @default false
*/
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 BufferAttribute( this.positionArray, 3 );
positionAttribute.setUsage( DynamicDrawUsage );
geometry.setAttribute( 'position', positionAttribute );
this.normalArray = new Float32Array( maxVertexCount * 3 );
const normalAttribute = new BufferAttribute( this.normalArray, 3 );
normalAttribute.setUsage( DynamicDrawUsage );
geometry.setAttribute( 'normal', normalAttribute );
if ( this.enableUvs ) {
this.uvArray = new Float32Array( maxVertexCount * 2 );
const uvAttribute = new BufferAttribute( this.uvArray, 2 );
uvAttribute.setUsage( DynamicDrawUsage );
geometry.setAttribute( 'uv', uvAttribute );
}
if ( this.enableColors ) {
this.colorArray = new Float32Array( maxVertexCount * 3 );
const colorAttribute = new BufferAttribute( this.colorArray, 3 );
colorAttribute.setUsage( DynamicDrawUsage );
geometry.setAttribute( 'color', colorAttribute );
}
geometry.boundingSphere = new Sphere( new Vector3(), 1 );
};
///////////////////////
// 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.
*
* @param {number} ballx - The x-coordinate of the ball.
* @param {number} bally - The y-coordinate of the ball.
* @param {number} ballz - The z-coordinate of the ball.
* @param {number} strength - The strength factor.
* @param {number} subtract - The subtract factor.
* @param {Color} colors - The color.
*/
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 Color( ballx, bally, ballz );
if ( userDefineColor ) {
try {
ballColor =
colors instanceof Color
? colors
: Array.isArray( colors )
? new Color(
Math.min( Math.abs( colors[ 0 ] ), 1 ),
Math.min( Math.abs( colors[ 1 ] ), 1 ),
Math.min( Math.abs( colors[ 2 ] ), 1 )
)
: new Color( colors );
} catch ( err ) {
ballColor = new 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;
}
}
}
}
};
/**
* Adds a plane along the x-axis.
*
* @param {number} strength - The strength factor.
* @param {number} subtract - The subtract factor.
*/
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;
}
}
}
}
};
/**
* Adds a plane along the y-axis.
*
* @param {number} strength - The strength factor.
* @param {number} subtract - The subtract factor.
*/
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;
}
}
}
};
/**
* Adds a plane along the z-axis.
*
* @param {number} strength - The strength factor.
* @param {number} subtract - The subtract factor.
*/
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
/////////////////////////////////////
/**
* Sets the cell value for the given coordinates.
*
* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {number} z - The z value.
* @param {number} value - The value to set.
*/
this.setCell = function ( x, y, z, value ) {
const index = this.size2 * z + this.size * y + x;
this.field[ index ] = value;
};
/**
* Returns the cell value for the given coordinates.
*
* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {number} z - The z value.
* @return {number} The value.
*/
this.getCell = function ( x, y, z ) {
const index = this.size2 * z + this.size * y + x;
return this.field[ index ];
};
/**
* Applies a blur with the given intensity.
*
* @param {number} [intensity=1] - The intensity of the blur.
*/
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;
}
}
}
};
/**
* Resets the effect.
*/
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;
}
};
/**
* Updates the effect.
*/
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 );
}
}