/** * @author alteredq / http://alteredqualia.com/ * * Port of greggman's ThreeD version of marching cubes to Three.js * http://webglsamples.googlecode.com/hg/blob/blob.html */ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors ) { THREE.ImmediateRenderObject.call( this ); this.material = material; this.enableUvs = enableUvs !== undefined ? enableUvs : false; this.enableColors = enableColors !== undefined ? enableColors : false; // 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 ); // temp buffers used in polygonize this.vlist = new Float32Array( 12 * 3 ); this.nlist = new Float32Array( 12 * 3 ); this.firstDraw = true; // immediate render mode simulator this.maxCount = 4096; // TODO: find the fastest size for this buffer this.count = 0; this.hasPositions = false; this.hasNormals = false; this.hasColors = false; this.hasUvs = false; this.positionArray = new Float32Array( this.maxCount * 3 ); this.normalArray = new Float32Array( this.maxCount * 3 ); if ( this.enableUvs ) { this.uvArray = new Float32Array( this.maxCount * 2 ); } if ( this.enableColors ) { this.colorArray = new Float32Array( this.maxCount * 3 ); } }; /////////////////////// // Polygonization /////////////////////// this.lerp = function( a, b, t ) { return a + ( b - a ) * t; }; this.VIntX = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) { var mu = ( isol - valp1 ) / ( valp2 - valp1 ), nc = this.normal_cache; pout[ offset ] = x + mu * this.delta; pout[ offset + 1 ] = y; pout[ offset + 2 ] = z; nout[ offset ] = this.lerp( nc[ q ], nc[ q + 3 ], mu ); nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q + 4 ], mu ); nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q + 5 ], mu ); }; this.VIntY = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) { var mu = ( isol - valp1 ) / ( valp2 - valp1 ), nc = this.normal_cache; pout[ offset ] = x; pout[ offset + 1 ] = y + mu * this.delta; pout[ offset + 2 ] = z; var q2 = q + this.yd * 3; nout[ offset ] = this.lerp( nc[ q ], nc[ q2 ], mu ); nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu ); nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu ); }; this.VIntZ = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) { var mu = ( isol - valp1 ) / ( valp2 - valp1 ), nc = this.normal_cache; pout[ offset ] = x; pout[ offset + 1 ] = y; pout[ offset + 2 ] = z + mu * this.delta; var q2 = q + this.zd * 3; nout[ offset ] = this.lerp( nc[ q ], nc[ q2 ], mu ); nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu ); nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu ); }; this.compNorm = function( q ) { var q3 = q * 3; if ( this.normal_cache[ q3 ] === 0.0 ) { this.normal_cache[ q3 ] = this.field[ q - 1 ] - this.field[ q + 1 ]; this.normal_cache[ q3 + 1 ] = this.field[ q - this.yd ] - this.field[ q + this.yd ]; this.normal_cache[ q3 + 2 ] = this.field[ q - this.zd ] - this.field[ q + this.zd ]; } }; // Returns total number of triangles. Fills triangles. // (this is where most of time is spent - it's inner work of O(n3) loop ) this.polygonize = function( fx, fy, fz, q, isol, renderCallback ) { // cache indices var q1 = q + 1, qy = q + this.yd, qz = q + this.zd, q1y = q1 + this.yd, q1z = q1 + this.zd, qyz = q + this.yd + this.zd, q1yz = q1 + this.yd + this.zd; var cubeindex = 0, field0 = this.field[ q ], field1 = this.field[ q1 ], field2 = this.field[ qy ], field3 = this.field[ q1y ], field4 = this.field[ qz ], field5 = this.field[ q1z ], field6 = this.field[ qyz ], field7 = this.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 var bits = THREE.edgeTable[ cubeindex ]; if ( bits === 0 ) return 0; var d = this.delta, fx2 = fx + d, fy2 = fy + d, fz2 = fz + d; // top of the cube if ( bits & 1 ) { this.compNorm( q ); this.compNorm( q1 ); this.VIntX( q * 3, this.vlist, this.nlist, 0, isol, fx, fy, fz, field0, field1 ); }; if ( bits & 2 ) { this.compNorm( q1 ); this.compNorm( q1y ); this.VIntY( q1 * 3, this.vlist, this.nlist, 3, isol, fx2, fy, fz, field1, field3 ); }; if ( bits & 4 ) { this.compNorm( qy ); this.compNorm( q1y ); this.VIntX( qy * 3, this.vlist, this.nlist, 6, isol, fx, fy2, fz, field2, field3 ); }; if ( bits & 8 ) { this.compNorm( q ); this.compNorm( qy ); this.VIntY( q * 3, this.vlist, this.nlist, 9, isol, fx, fy, fz, field0, field2 ); }; // bottom of the cube if ( bits & 16 ) { this.compNorm( qz ); this.compNorm( q1z ); this.VIntX( qz * 3, this.vlist, this.nlist, 12, isol, fx, fy, fz2, field4, field5 ); }; if ( bits & 32 ) { this.compNorm( q1z ); this.compNorm( q1yz ); this.VIntY( q1z * 3, this.vlist, this.nlist, 15, isol, fx2, fy, fz2, field5, field7 ); }; if ( bits & 64 ) { this.compNorm( qyz ); this.compNorm( q1yz ); this.VIntX( qyz * 3, this.vlist, this.nlist, 18, isol, fx, fy2, fz2, field6, field7 ); }; if ( bits & 128 ) { this.compNorm( qz ); this.compNorm( qyz ); this.VIntY( qz * 3, this.vlist, this.nlist, 21, isol, fx, fy, fz2, field4, field6 ); }; // vertical lines of the cube if ( bits & 256 ) { this.compNorm( q ); this.compNorm( qz ); this.VIntZ( q * 3, this.vlist, this.nlist, 24, isol, fx, fy, fz, field0, field4 ); }; if ( bits & 512 ) { this.compNorm( q1 ); this.compNorm( q1z ); this.VIntZ( q1 * 3, this.vlist, this.nlist, 27, isol, fx2, fy, fz, field1, field5 ); }; if ( bits & 1024 ) { this.compNorm( q1y ); this.compNorm( q1yz ); this.VIntZ( q1y * 3, this.vlist, this.nlist, 30, isol, fx2, fy2, fz, field3, field7 ); }; if ( bits & 2048 ) { this.compNorm( qy ); this.compNorm( qyz ); this.VIntZ( qy * 3, this.vlist, this.nlist, 33, isol, fx, fy2, fz, field2, field6 ); }; cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable var o1, o2, o3, numtris = 0, i = 0; // here is where triangles are created while ( THREE.triTable[ cubeindex + i ] != -1 ) { o1 = cubeindex + i; o2 = o1 + 1; o3 = o1 + 2; this.posnormtriv( this.vlist, this.nlist, 3 * THREE.triTable[ o1 ], 3 * THREE.triTable[ o2 ], 3 * THREE.triTable[ o3 ], renderCallback ); i += 3; numtris ++; } return numtris; }; ///////////////////////////////////// // Immediate render mode simulator ///////////////////////////////////// this.posnormtriv = function( pos, norm, o1, o2, o3, renderCallback ) { var c = this.count * 3; // positions this.positionArray[ c ] = pos[ o1 ]; this.positionArray[ c + 1 ] = pos[ o1 + 1 ]; this.positionArray[ c + 2 ] = pos[ o1 + 2 ]; this.positionArray[ c + 3 ] = pos[ o2 ]; this.positionArray[ c + 4 ] = pos[ o2 + 1 ]; this.positionArray[ c + 5 ] = pos[ o2 + 2 ]; this.positionArray[ c + 6 ] = pos[ o3 ]; this.positionArray[ c + 7 ] = pos[ o3 + 1 ]; this.positionArray[ c + 8 ] = pos[ o3 + 2 ]; // normals this.normalArray[ c ] = norm[ o1 ]; this.normalArray[ c + 1 ] = norm[ o1 + 1 ]; this.normalArray[ c + 2 ] = norm[ o1 + 2 ]; this.normalArray[ c + 3 ] = norm[ o2 ]; this.normalArray[ c + 4 ] = norm[ o2 + 1 ]; this.normalArray[ c + 5 ] = norm[ o2 + 2 ]; this.normalArray[ c + 6 ] = norm[ o3 ]; this.normalArray[ c + 7 ] = norm[ o3 + 1 ]; this.normalArray[ c + 8 ] = norm[ o3 + 2 ]; // uvs if ( this.enableUvs ) { var d = this.count * 2; this.uvArray[ d ] = pos[ o1 ]; this.uvArray[ d + 1 ] = pos[ o1 + 2 ]; this.uvArray[ d + 2 ] = pos[ o2 ]; this.uvArray[ d + 3 ] = pos[ o2 + 2 ]; this.uvArray[ d + 4 ] = pos[ o3 ]; this.uvArray[ d + 5 ] = pos[ o3 + 2 ]; } // colors if ( this.enableColors ) { this.colorArray[ c ] = pos[ o1 ]; this.colorArray[ c + 1 ] = pos[ o1 + 1 ]; this.colorArray[ c + 2 ] = pos[ o1 + 2 ]; this.colorArray[ c + 3 ] = pos[ o2 ]; this.colorArray[ c + 4 ] = pos[ o2 + 1 ]; this.colorArray[ c + 5 ] = pos[ o2 + 2 ]; this.colorArray[ c + 6 ] = pos[ o3 ]; this.colorArray[ c + 7 ] = pos[ o3 + 1 ]; this.colorArray[ c + 8 ] = pos[ o3 + 2 ]; } this.count += 3; if ( this.count >= this.maxCount - 3 ) { this.hasPositions = true; this.hasNormals = true; if ( this.enableUvs ) { this.hasUvs = true; } if ( this.enableColors ) { this.hasColors = true; } renderCallback( this ); } }; this.begin = function( ) { this.count = 0; this.hasPositions = false; this.hasNormals = false; this.hasUvs = false; this.hasColors = false; }; this.end = function( renderCallback ) { if ( this.count === 0 ) return; for ( var i = this.count * 3; i < this.positionArray.length; i ++ ) this.positionArray[ i ] = 0.0; this.hasPositions = true; this.hasNormals = true; if ( this.enableUvs ) { this.hasUvs = true; } if ( this.enableColors ) { this.hasColors = true; } renderCallback( this ); }; ///////////////////////////////////// // 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 ) { // 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) var radius = this.size * Math.sqrt( strength / subtract ), zs = ballz * this.size, ys = bally * this.size, xs = ballx * this.size; var min_z = Math.floor( zs - radius ); if ( min_z < 1 ) min_z = 1; var max_z = Math.floor( zs + radius ); if ( max_z > this.size - 1 ) max_z = this.size - 1; var min_y = Math.floor( ys - radius ); if ( min_y < 1 ) min_y = 1; var max_y = Math.floor( ys + radius ); if ( max_y > this.size - 1 ) max_y = this.size - 1; var min_x = Math.floor( xs - radius ); if ( min_x < 1 ) min_x = 1; var 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. var 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; } } } }; this.addPlaneX = function( strength, subtract ) { var x, y, z, xx, val, xdiv, cxy, // cache attribute lookups size = this.size, yd = this.yd, zd = this.zd, field = this.field, 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 ) { var x, y, z, yy, val, ydiv, cy, cxy, // cache attribute lookups size = this.size, yd = this.yd, zd = this.zd, field = this.field, 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 ) { var x, y, z, zz, val, zdiv, cz, cyz, // cache attribute lookups size = this.size, yd = this.yd, zd = this.zd, field = this.field, 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.reset = function() { var i; // wipe the normal cache for ( i = 0; i < this.size3; i ++ ) { this.normal_cache[ i * 3 ] = 0.0; this.field[ i ] = 0.0; } }; this.render = function( renderCallback ) { this.begin(); // Triangulate. Yeah, this is slow. var q, x, y, z, fx, fy, fz, y_offset, z_offset, smin2 = this.size - 2; for ( z = 1; z < smin2; z ++ ) { z_offset = this.size2 * z; fz = ( z - this.halfsize ) / this.halfsize; //+ 1 for ( y = 1; y < smin2; y ++ ) { y_offset = z_offset + this.size * y; fy = ( y - this.halfsize ) / this.halfsize; //+ 1 for ( x = 1; x < smin2; x ++ ) { fx = ( x - this.halfsize ) / this.halfsize; //+ 1 q = y_offset + x; this.polygonize( fx, fy, fz, q, this.isolation, renderCallback ); } } } this.end( renderCallback ); }; this.generateGeometry = function() { var start = 0, geo = new THREE.Geometry(); var normals = []; var geo_callback = function( object ) { var i, x, y, z, vertex, normal, face, a, b, c, na, nb, nc, nfaces; for ( i = 0; i < object.count; i ++ ) { a = i * 3; b = a + 1; c = a + 2; x = object.positionArray[ a ]; y = object.positionArray[ b ]; z = object.positionArray[ c ]; vertex = new THREE.Vector3( x, y, z ); x = object.normalArray[ a ]; y = object.normalArray[ b ]; z = object.normalArray[ c ]; normal = new THREE.Vector3( x, y, z ); normal.normalize(); geo.vertices.push( vertex ); normals.push( normal ); } nfaces = object.count / 3; for ( i = 0; i < nfaces; i ++ ) { a = ( start + i ) * 3; b = a + 1; c = a + 2; na = normals[ a ]; nb = normals[ b ]; nc = normals[ c ]; face = new THREE.Face3( a, b, c, [ na, nb, nc ] ); geo.faces.push( face ); } start += nfaces; object.count = 0; }; this.render( geo_callback ); // console.log( "generated " + geo.faces.length + " triangles" ); return geo; }; this.init( resolution ); }; THREE.MarchingCubes.prototype = Object.create( THREE.ImmediateRenderObject.prototype ); THREE.MarchingCubes.prototype.constructor = THREE.MarchingCubes; ///////////////////////////////////// // Marching cubes lookup tables ///////////////////////////////////// // These tables are straight from Paul Bourke's page: // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/ // who in turn got them from Cory Gene Bloyd. THREE.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 ]) THREE.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, 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