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dist/three-js-blobtree.cjs

Lines changed: 23 additions & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -8256,7 +8256,7 @@ class Box2Acc extends Box2 {
82568256
this.nice_acc = nice_acc;
82578257
}
82588258
this.raw_acc = this.raw_acc ? this.nice_acc : raw_acc;
8259-
8259+
82608260
}
82618261
/**
82628262
*
@@ -8456,7 +8456,7 @@ class SlidingMarchingCubes$2 {
84568456
this.ext_p = new THREE$3.Vector3();
84578457

84588458

8459-
8459+
84608460

84618461
/**
84628462
* Resulting mesh data
@@ -8465,17 +8465,17 @@ class SlidingMarchingCubes$2 {
84658465
this.geometry = null;
84668466

84678467

8468-
// Ensure triangulation along min curvature edge
8468+
// Ensure triangulation along min curvature edge
84698469
/** @type {boolean} */
84708470
this.minCurvOrient = true;
84718471

84728472

8473-
// Returns true if 123/143 split is along min curvature
8473+
// Returns true if 123/143 split is along min curvature
84748474
/** @type {(v1:number,v2:number,v3:number,v4:number) => boolean} */
8475-
this._isMinCurvatureTriangulation =
8476-
(function ()
8477-
{
8478-
//Var and tmp var pre allocated and Scoped
8475+
this._isMinCurvatureTriangulation =
8476+
(function ()
8477+
{
8478+
//Var and tmp var pre allocated and Scoped
84798479
//for optimization of triangulation criteria
84808480
//assuming a v1v2v3v4 quad
84818481
/** @type {THREE.Vector3} */
@@ -8489,9 +8489,9 @@ class SlidingMarchingCubes$2 {
84898489
//Edges from v2
84908490
/** @type {THREE.Vector3} */
84918491
let pp_2_1 = new THREE$3.Vector3(); //v2v1 edge
8492-
/** @type {THREE.Vector3} */
8492+
/** @type {THREE.Vector3} */
84938493
let pp_2_3 = new THREE$3.Vector3(); //v2v3 edge
8494-
/** @type {THREE.Vector3} */
8494+
/** @type {THREE.Vector3} */
84958495
let pp_2_4 = new THREE$3.Vector3(); //v2v4 edge
84968496
//Edges from v4
84978497
/** @type {THREE.Vector3} */
@@ -8512,28 +8512,28 @@ class SlidingMarchingCubes$2 {
85128512
//Quad opposes v1 and v3 and v2 and v4
85138513
//check min curvature
85148514
p1.x = this.geometry.position[v1*3];
8515-
p1.y = this.geometry.position[v1*3+ 1];
8515+
p1.y = this.geometry.position[v1*3+ 1];
85168516
p1.z = this.geometry.position[v1*3 + 2];
85178517

85188518
p2.x = this.geometry.position[v2*3];
8519-
p2.y = this.geometry.position[v2*3+ 1];
8519+
p2.y = this.geometry.position[v2*3+ 1];
85208520
p2.z = this.geometry.position[v2*3+ 2];
8521-
8521+
85228522
p3.x = this.geometry.position[v3*3];
8523-
p3.y =this.geometry.position[v3*3+ 1];
8523+
p3.y =this.geometry.position[v3*3+ 1];
85248524
p3.z = this.geometry.position[v3*3+ 2];
8525-
8525+
85268526
p4.x = this.geometry.position[v4*3];
8527-
p4.y = this.geometry.position[v4*3+ 1];
8527+
p4.y = this.geometry.position[v4*3+ 1];
85288528
p4.z = this.geometry.position[v4*3+ 2];
85298529

8530-
//Edges from v2
8531-
pp_2_1.subVectors(p1,p2);
8530+
//Edges from v2
8531+
pp_2_1.subVectors(p1,p2);
85328532
pp_2_3.subVectors(p3,p2);
85338533
pp_2_4.subVectors(p4,p2);
85348534

85358535
//Edges from v4
8536-
pp_4_1.subVectors(p1,p4);
8536+
pp_4_1.subVectors(p1,p4);
85378537
pp_4_3.subVectors(p3,p4);
85388538

85398539
//normal of 123 triangle
@@ -8544,7 +8544,7 @@ class SlidingMarchingCubes$2 {
85448544
n_4.copy(pp_4_1);
85458545
n_4.cross(pp_4_3).normalize();
85468546

8547-
//normal of 234 triangle
8547+
//normal of 234 triangle
85488548
n_23.copy(pp_2_3);
85498549
n_23.cross(pp_2_4).normalize();
85508550

@@ -9210,7 +9210,7 @@ class SlidingMarchingCubes$2 {
92109210
// if no areas, blobtree is empty so stop and send an empty mesh.
92119211
if (this.areas.length === 0) {
92129212
this.progress(100);
9213-
return new THREE$3.BufferGeometry();
9213+
return this.buildResultingBufferGeometry();
92149214
}
92159215

92169216
this.min_acc = this.areas.length !== 0 ? this.areas[0].bv.getMinAcc() : 1;
@@ -9342,7 +9342,7 @@ class SlidingMarchingCubes$2 {
93429342
this.curr_steps.y = this.min_acc;
93439343
this.curr_step_vol =
93449344
this.curr_steps.x * this.curr_steps.y * this.curr_steps.z;
9345-
9345+
93469346
for (var iy = 0; iy < this.reso[1] - 1; ++iy) {
93479347
for (var ix = 0; ix < this.reso[0] - 1; ++ix) {
93489348
this.y = corner.y + iy * this.min_acc;
@@ -9454,7 +9454,7 @@ class SlidingMarchingCubes$2 {
94549454
let v3 = this.vertices_xy[0][(y - 1) * this.reso[0] + x];
94559455
let v4 = this.vertices_xy[0][idx_y_0];
94569456

9457-
9457+
94589458
if(this.minCurvOrient)
94599459
{
94609460
let switch_edge = !this._isMinCurvatureTriangulation(v1, v2, v3, v4);

dist/three-js-blobtree.js

Lines changed: 23 additions & 23 deletions
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dist/three-js-blobtree.js.map

Lines changed: 1 addition & 1 deletion
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dist/three-js-blobtree.min.js

Lines changed: 1 addition & 1 deletion
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dist/three-js-blobtree.mjs

Lines changed: 23 additions & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -8247,7 +8247,7 @@ class Box2Acc extends Box2 {
82478247
this.nice_acc = nice_acc;
82488248
}
82498249
this.raw_acc = this.raw_acc ? this.nice_acc : raw_acc;
8250-
8250+
82518251
}
82528252
/**
82538253
*
@@ -8447,7 +8447,7 @@ class SlidingMarchingCubes$2 {
84478447
this.ext_p = new THREE$3.Vector3();
84488448

84498449

8450-
8450+
84518451

84528452
/**
84538453
* Resulting mesh data
@@ -8456,17 +8456,17 @@ class SlidingMarchingCubes$2 {
84568456
this.geometry = null;
84578457

84588458

8459-
// Ensure triangulation along min curvature edge
8459+
// Ensure triangulation along min curvature edge
84608460
/** @type {boolean} */
84618461
this.minCurvOrient = true;
84628462

84638463

8464-
// Returns true if 123/143 split is along min curvature
8464+
// Returns true if 123/143 split is along min curvature
84658465
/** @type {(v1:number,v2:number,v3:number,v4:number) => boolean} */
8466-
this._isMinCurvatureTriangulation =
8467-
(function ()
8468-
{
8469-
//Var and tmp var pre allocated and Scoped
8466+
this._isMinCurvatureTriangulation =
8467+
(function ()
8468+
{
8469+
//Var and tmp var pre allocated and Scoped
84708470
//for optimization of triangulation criteria
84718471
//assuming a v1v2v3v4 quad
84728472
/** @type {THREE.Vector3} */
@@ -8480,9 +8480,9 @@ class SlidingMarchingCubes$2 {
84808480
//Edges from v2
84818481
/** @type {THREE.Vector3} */
84828482
let pp_2_1 = new THREE$3.Vector3(); //v2v1 edge
8483-
/** @type {THREE.Vector3} */
8483+
/** @type {THREE.Vector3} */
84848484
let pp_2_3 = new THREE$3.Vector3(); //v2v3 edge
8485-
/** @type {THREE.Vector3} */
8485+
/** @type {THREE.Vector3} */
84868486
let pp_2_4 = new THREE$3.Vector3(); //v2v4 edge
84878487
//Edges from v4
84888488
/** @type {THREE.Vector3} */
@@ -8503,28 +8503,28 @@ class SlidingMarchingCubes$2 {
85038503
//Quad opposes v1 and v3 and v2 and v4
85048504
//check min curvature
85058505
p1.x = this.geometry.position[v1*3];
8506-
p1.y = this.geometry.position[v1*3+ 1];
8506+
p1.y = this.geometry.position[v1*3+ 1];
85078507
p1.z = this.geometry.position[v1*3 + 2];
85088508

85098509
p2.x = this.geometry.position[v2*3];
8510-
p2.y = this.geometry.position[v2*3+ 1];
8510+
p2.y = this.geometry.position[v2*3+ 1];
85118511
p2.z = this.geometry.position[v2*3+ 2];
8512-
8512+
85138513
p3.x = this.geometry.position[v3*3];
8514-
p3.y =this.geometry.position[v3*3+ 1];
8514+
p3.y =this.geometry.position[v3*3+ 1];
85158515
p3.z = this.geometry.position[v3*3+ 2];
8516-
8516+
85178517
p4.x = this.geometry.position[v4*3];
8518-
p4.y = this.geometry.position[v4*3+ 1];
8518+
p4.y = this.geometry.position[v4*3+ 1];
85198519
p4.z = this.geometry.position[v4*3+ 2];
85208520

8521-
//Edges from v2
8522-
pp_2_1.subVectors(p1,p2);
8521+
//Edges from v2
8522+
pp_2_1.subVectors(p1,p2);
85238523
pp_2_3.subVectors(p3,p2);
85248524
pp_2_4.subVectors(p4,p2);
85258525

85268526
//Edges from v4
8527-
pp_4_1.subVectors(p1,p4);
8527+
pp_4_1.subVectors(p1,p4);
85288528
pp_4_3.subVectors(p3,p4);
85298529

85308530
//normal of 123 triangle
@@ -8535,7 +8535,7 @@ class SlidingMarchingCubes$2 {
85358535
n_4.copy(pp_4_1);
85368536
n_4.cross(pp_4_3).normalize();
85378537

8538-
//normal of 234 triangle
8538+
//normal of 234 triangle
85398539
n_23.copy(pp_2_3);
85408540
n_23.cross(pp_2_4).normalize();
85418541

@@ -9201,7 +9201,7 @@ class SlidingMarchingCubes$2 {
92019201
// if no areas, blobtree is empty so stop and send an empty mesh.
92029202
if (this.areas.length === 0) {
92039203
this.progress(100);
9204-
return new THREE$3.BufferGeometry();
9204+
return this.buildResultingBufferGeometry();
92059205
}
92069206

92079207
this.min_acc = this.areas.length !== 0 ? this.areas[0].bv.getMinAcc() : 1;
@@ -9333,7 +9333,7 @@ class SlidingMarchingCubes$2 {
93339333
this.curr_steps.y = this.min_acc;
93349334
this.curr_step_vol =
93359335
this.curr_steps.x * this.curr_steps.y * this.curr_steps.z;
9336-
9336+
93379337
for (var iy = 0; iy < this.reso[1] - 1; ++iy) {
93389338
for (var ix = 0; ix < this.reso[0] - 1; ++ix) {
93399339
this.y = corner.y + iy * this.min_acc;
@@ -9445,7 +9445,7 @@ class SlidingMarchingCubes$2 {
94459445
let v3 = this.vertices_xy[0][(y - 1) * this.reso[0] + x];
94469446
let v4 = this.vertices_xy[0][idx_y_0];
94479447

9448-
9448+
94499449
if(this.minCurvOrient)
94509450
{
94519451
let switch_edge = !this._isMinCurvatureTriangulation(v1, v2, v3, v4);

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