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MeshFactory.cs
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MeshFactory.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System;
using System.IO;
namespace Quixel
{
/// <summary>
/// Controls mesh generation (threaded)
/// </summary>
internal static class MeshFactory
{
#region Fields
public static IGenerator terrainGenerator = new BasicTerrain();
public static float isolevel = 5f;
public static Queue<MeshRequest> setMeshQueue = new Queue<MeshRequest>();
public static GeneratorThread[] generatorThreads = new GeneratorThread[4];
public static FileThread fileThread;
//[DEBUG] used to keep track of debug info
public static int requestNum = 0;
public static int threadNum = 0;
public static int chunksFinished = 0;
public static int nodesSaved = 0;
public static int nodesLoaded = 0;
public static GameObject chunkObj;
public static GameObject terrainObj;
#endregion
public static void start()
{
chunkObj = new GameObject();
chunkObj.AddComponent<MeshFilter>();
chunkObj.AddComponent<MeshRenderer>();
chunkObj.AddComponent<MeshCollider>();
for (int i = 0; i < requestArray.Length; i++)
requestArray[i] = new Queue<MeshRequest>();
for (int i = 0; i < generatorThreads.Length; i++)
generatorThreads[i] = new GeneratorThread();
fileThread = new FileThread();
}
public static void update()
{
if (setMeshQueue.Count > 0)
{
MeshRequest req = setMeshQueue.Dequeue();
req.node.setMesh(req.meshData);
}
for (int i = 0; i < generatorThreads.Length; i++)
{
MeshRequest req;
while ((req = generatorThreads[i].getFinishedMesh()) != null)
{
chunksFinished++;
if (req.node.disposed == false)
{
req.node.densityData = req.densities;
if (req.meshData.triangleArray.Length > 0)
setMeshQueue.Enqueue(req);
else
req.node.setMesh(req.meshData);
}
}
}
#region Save/Load threads
Node node;
while ((node = fileThread.getFinishedLoadRequest()) != null)
{ node.regenerateChunk(); nodesLoaded++; }
#endregion
}
#region Node Saving/Loading
/// <summary>
/// Adds a node to the save queue.
/// </summary>
/// <param name="node"></param>
public static void requestSave(Node node)
{
fileThread.enqueueSave(node);
}
/// <summary>
/// Adds a node to the save queue.
/// </summary>
/// <param name="node"></param>
public static void requestLoad(Node node)
{
fileThread.enqueueLoad(node);
}
#endregion
#region Mesh Requests
public static Queue<MeshRequest>[] requestArray = new Queue<MeshRequest>[NodeManager.maxLOD + 2];
/// <summary>
/// Adds a request to generate a mesh
/// </summary>
/// <param name="_node">The node the mesh is for</param>
public static void requestMesh(Node _node)
{
MeshRequest req = new MeshRequest
{
node = _node,
pos = _node.position,
LOD = _node.LOD,
isDone = false,
hasDensities = (_node.densityData != null)
};
if (!req.hasDensities)
lock (requestArray[req.LOD + 1])
requestArray[req.LOD + 1].Enqueue(req);
else
lock (requestArray[0])
requestArray[0].Enqueue(req);
}
/// <summary>
/// Returns the next logical mesh to generate.
/// </summary>
/// <returns></returns>
public static MeshRequest[] getNextRequests()
{
int size = Math.Min(10, getRequestCount());
MeshRequest[] ret = new MeshRequest[size];
lock (requestArray)
{
for (int i = 0; i < ret.Length; i++)
{
ret[i] = getNextRequest();
}
}
return ret;
}
/// <summary>
/// Returns the next request.
/// </summary>
/// <returns></returns>
public static MeshRequest getNextRequest()
{
for (int o = 0; o < requestArray.Length; o++)
{
if (requestArray[o].Count > 0)
lock (requestArray[o])
return requestArray[o].Dequeue();
}
return null;
}
/// <summary>
/// Returns a count of all remaining mesh requests.
/// </summary>
/// <returns></returns>
public static int getRequestCount()
{
int ret = 0;
for (int i = 0; i < requestArray.Length; i++)
{
ret += requestArray[i].Count;
}
return ret;
}
public class MeshRequest
{
public int LOD;
public Vector3 pos;
public Node node;
public bool isDone;
public bool hasDensities;
public MeshData meshData;
public DensityData densities;
}
#endregion
#region Threaded Generation
/// <summary>
/// Generates the mesh data
/// </summary>
public static void GenerateMeshData(MeshRequest request)
{
MeshData meshData = new MeshData();
request.meshData = meshData;
//Check if the node requesting a generation has been disposed
if (request == null || request.node.disposed)
{
meshData.triangleArray = new Vector3[0];
meshData.indexArray = new int[0][];
meshData.uvArray = new Vector2[0];
meshData.normalArray = new Vector3[0];
request.isDone = true;
return;
}
DensityData densityArray = request.densities;
Vector3[, ,] densityNormals = new Vector3[17, 17, 17];
List<Triangle> triangleList = new List<Triangle>();
List<int> subMeshIDList = new List<int>();
int[] subMeshTriCount = new int[QuixelEngine.materials.Length];
Node node = request.node;
request.meshData = meshData;
//Unoptimized generation
densityNormals = new Vector3[18, 18, 18];
if (!request.hasDensities)
{
for (int x = -1; x < 18; x++)
{
for (int y = -1; y < 18; y++)
{
for (int z = -1; z < 18; z++)
{
VoxelData data = calculateDensity(node, new Vector3I(x, y, z));
densityArray.set(x, y, z, data.density);
densityArray.setMaterial(x, y, z, data.material);
}
}
}
}
for (int x = 0; x < 17; x++)
{
for (int y = 0; y < 17; y++)
{
for (int z = 0; z < 17; z++)
{
densityNormals[x, y, z] = calculateDensityNormal(new Vector3I(x, y, z), densityArray, node.LOD);
}
}
}
for (int x = 0; x < 16; x++)
{
for (int y = 0; y < 16; y++)
{
for (int z = 0; z < 16; z++)
{
generateTriangles(node, new Vector3I(x, y, z), triangleList, subMeshIDList, subMeshTriCount, densityArray, densityNormals);
}
}
}
int ppos = 0;
int li = 0;
try
{
meshData.triangleArray = new Vector3[triangleList.Count * 3];
meshData.indexArray = new int[QuixelEngine.materials.Length][];
for (int i = 0; i < QuixelEngine.materials.Length; i++)
meshData.indexArray[i] = new int[(subMeshTriCount[i] * 3) * 3];
meshData.uvArray = new Vector2[meshData.triangleArray.Length];
meshData.normalArray = new Vector3[meshData.triangleArray.Length];
int count = 0;
int[] indCount = new int[QuixelEngine.materials.Length];
for (int i = 0; i < triangleList.Count; i++)
{
ppos = i;
Triangle triangle = triangleList[i];
meshData.triangleArray[count + 2] = triangle.pointOne;
meshData.triangleArray[count + 1] = triangle.pointTwo;
meshData.triangleArray[count + 0] = triangle.pointThree;
meshData.normalArray[count + 2] = triangle.nOne;
meshData.normalArray[count + 1] = triangle.nTwo;
meshData.normalArray[count + 0] = triangle.nThree;
int ind = subMeshIDList[i];
li = subMeshIDList[i];
meshData.indexArray[ind][indCount[ind] + 0] = count + 0;
meshData.indexArray[ind][indCount[ind] + 1] = count + 1;
meshData.indexArray[ind][indCount[ind] + 2] = count + 2;
meshData.uvArray[count + 0] = new Vector2(meshData.triangleArray[count + 0].x, meshData.triangleArray[count + 0].z);
meshData.uvArray[count + 1] = new Vector2(meshData.triangleArray[count + 1].x, meshData.triangleArray[count + 1].z);
meshData.uvArray[count + 2] = new Vector2(meshData.triangleArray[count + 2].x, meshData.triangleArray[count + 2].z);
count += 3;
indCount[subMeshIDList[i]] += 3;
}
}
catch (Exception e)
{
StreamWriter sw = new StreamWriter("Error Log.txt");
sw.WriteLine(e.Message + "\r\n" + e.StackTrace);
for (int i = 0; i < QuixelEngine.materials.Length; i++)
sw.WriteLine(i + ": " + subMeshTriCount[i]);
sw.WriteLine(ppos);
sw.WriteLine(li);
sw.Close();
}
request.isDone = true;
}
/// <summary>
/// Calculates a density value given a location
/// </summary>
/// <param name="node"></param>
/// <param name="pos"></param>
/// <returns></returns>
private static VoxelData calculateDensity(Node node, Vector3I pos)
{
int nodeWidth = NodeManager.LODSize[node.LOD];
Vector3 ws = new Vector3(node.position.x + (nodeWidth * pos.x),
node.position.y + (nodeWidth * pos.y),
node.position.z + (nodeWidth * pos.z));
return terrainGenerator.calculateDensity(ws);
}
#region Marching Cubes
/// <summary>
/// Generates the triangles for a specific voxel
/// </summary>
/// <param name="node">The node that contains the voxel</param>
/// <param name="pos">The voxel position (Not real position) [16,16,16]</param>
/// <param name="triangleList">The list used to contain triangles made so far</param>
/// <param name="densities">The array that contains density information</param>
/// <param name="densityNormals">The array that contains density normals</param>
private static void generateTriangles(Node node, Vector3I pos, List<Triangle> triangleList, List<int> submeshIDList, int[] subMeshTriCount, DensityData densities, Vector3[, ,] densityNormals)
{
float size = NodeManager.LODSize[node.LOD];
float[] denses = new float[8];
denses[0] = densities.get(pos.x, pos.y, pos.z + 1);
denses[1] = densities.get(pos.x + 1, pos.y, pos.z + 1);
denses[2] = densities.get(pos.x + 1, pos.y, pos.z);
denses[3] = densities.get(pos.x, pos.y, pos.z);
denses[4] = densities.get(pos.x, pos.y + 1, pos.z + 1);
denses[5] = densities.get(pos.x + 1, pos.y + 1, pos.z + 1);
denses[6] = densities.get(pos.x + 1, pos.y + 1, pos.z);
denses[7] = densities.get(pos.x, pos.y + 1, pos.z);
byte cubeIndex = 0;
if (denses[0] < isolevel)
cubeIndex |= 1;
if (denses[1] < isolevel)
cubeIndex |= 2;
if (denses[2] < isolevel)
cubeIndex |= 4;
if (denses[3] < isolevel)
cubeIndex |= 8;
if (denses[4] < isolevel)
cubeIndex |= 16;
if (denses[5] < isolevel)
cubeIndex |= 32;
if (denses[6] < isolevel)
cubeIndex |= 64;
if (denses[7] < isolevel)
cubeIndex |= 128;
if (cubeIndex == 0 || cubeIndex == 255)
return;
Vector3 origin = new Vector3((size * (pos.x))
, (size * (pos.y))
, (size * (pos.z)));
Vector3[] positions = new Vector3[8];
positions[0] = new Vector3(origin.x, origin.y, origin.z + size);
positions[1] = new Vector3(origin.x + size, origin.y, origin.z + size);
positions[2] = new Vector3(origin.x + size, origin.y, origin.z);
positions[3] = new Vector3(origin.x, origin.y, origin.z);
positions[4] = new Vector3(origin.x, origin.y + size, origin.z + size);
positions[5] = new Vector3(origin.x + size, origin.y + size, origin.z + size);
positions[6] = new Vector3(origin.x + size, origin.y + size, origin.z);
positions[7] = new Vector3(origin.x, origin.y + size, origin.z);
Vector3[][] vertlist = new Vector3[12][];
if (IsBitSet(edgeTable[cubeIndex], 1))
vertlist[0] = VertexInterp(isolevel, positions[0], positions[1], denses[0], denses[1], densityNormals[pos.x, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y, pos.z + 1]);
if (IsBitSet(edgeTable[cubeIndex], 2))
vertlist[1] = VertexInterp(isolevel, positions[1], positions[2], denses[1], denses[2], densityNormals[pos.x + 1, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y, pos.z]);
if (IsBitSet(edgeTable[cubeIndex], 4))
vertlist[2] = VertexInterp(isolevel, positions[2], positions[3], denses[2], denses[3], densityNormals[pos.x + 1, pos.y, pos.z], densityNormals[pos.x, pos.y, pos.z]);
if (IsBitSet(edgeTable[cubeIndex], 8))
vertlist[3] = VertexInterp(isolevel, positions[3], positions[0], denses[3], denses[0], densityNormals[pos.x, pos.y, pos.z], densityNormals[pos.x, pos.y, pos.z + 1]);
if (IsBitSet(edgeTable[cubeIndex], 16))
vertlist[4] = VertexInterp(isolevel, positions[4], positions[5], denses[4], denses[5], densityNormals[pos.x, pos.y + 1, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1]);
if (IsBitSet(edgeTable[cubeIndex], 32))
vertlist[5] = VertexInterp(isolevel, positions[5], positions[6], denses[5], denses[6], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z]);
if (IsBitSet(edgeTable[cubeIndex], 64))
vertlist[6] = VertexInterp(isolevel, positions[6], positions[7], denses[6], denses[7], densityNormals[pos.x + 1, pos.y + 1, pos.z], densityNormals[pos.x, pos.y + 1, pos.z]);
if (IsBitSet(edgeTable[cubeIndex], 128))
vertlist[7] = VertexInterp(isolevel, positions[7], positions[4], denses[7], denses[4], densityNormals[pos.x, pos.y + 1, pos.z], densityNormals[pos.x, pos.y + 1, pos.z + 1]);
if (IsBitSet(edgeTable[cubeIndex], 256))
vertlist[8] = VertexInterp(isolevel, positions[0], positions[4], denses[0], denses[4], densityNormals[pos.x, pos.y, pos.z + 1], densityNormals[pos.x, pos.y + 1, pos.z + 1]);
if (IsBitSet(edgeTable[cubeIndex], 512))
vertlist[9] = VertexInterp(isolevel, positions[1], positions[5], denses[1], denses[5], densityNormals[pos.x + 1, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1]);
if (IsBitSet(edgeTable[cubeIndex], 1024))
vertlist[10] = VertexInterp(isolevel, positions[2], positions[6], denses[2], denses[6], densityNormals[pos.x + 1, pos.y, pos.z], densityNormals[pos.x + 1, pos.y + 1, pos.z]);
if (IsBitSet(edgeTable[cubeIndex], 2048))
vertlist[11] = VertexInterp(isolevel, positions[3], positions[7], denses[3], denses[7], densityNormals[pos.x, pos.y, pos.z], densityNormals[pos.x, pos.y + 1, pos.z]);
int submesh = densities.getMaterial(pos.x, pos.y, pos.z);
for (int i = 0; triTable[cubeIndex][i] != -1; i += 3)
{
submeshIDList.Add(submesh);
subMeshTriCount[submesh] = subMeshTriCount[submesh] + 1;
triangleList.Add(new Triangle(vertlist[triTable[cubeIndex][i]][0], vertlist[triTable[cubeIndex][i + 1]][0], vertlist[triTable[cubeIndex][i + 2]][0],
vertlist[triTable[cubeIndex][i]][1], vertlist[triTable[cubeIndex][i + 1]][1], vertlist[triTable[cubeIndex][i + 2]][1]));
}
}
/// <summary>
/// Interpolates the Vertex
/// </summary>
/// <param name="isolevel">The isolevel</param>
/// <param name="p1">Position One</param>
/// <param name="p2">Position Two</param>
/// <param name="valp1">Value Position One</param>
/// <param name="valp2">Value Position Two</param>
/// <returns></returns>
private static Vector3[] VertexInterp(float isolevel, Vector3 p1, Vector3 p2, float valp1, float valp2, Vector3 n1, Vector3 n2)
{
float mu;
Vector3[] p = new Vector3[2];
if (Mathf.Abs(isolevel - valp1) < 0.00001)
{
p[0] = p1;
return p;
}
if (Mathf.Abs(isolevel - valp2) < 0.00001)
{
p[0] = p2;
return p;
}
if (Mathf.Abs(valp1 - valp2) < 0.00001)
{
p[0] = p1;
return p;
}
mu = (isolevel - valp1) / (valp2 - valp1);
p[0].x = p1.x + mu * (p2.x - p1.x);
p[0].y = p1.y + mu * (p2.y - p1.y);
p[0].z = p1.z + mu * (p2.z - p1.z);
float dist1 = Vector3.Distance(p1, p2);
float dist2 = Vector3.Distance(p2, p[0]);
p[1] = Vector3.Lerp(n2, n1, dist2 / dist1);
p[1].Normalize();
return (p);
}
/// <summary>
/// Find out if a certain bit is set
/// </summary>
/// <param name="b">The bit to be checked</param>
/// <param name="pos">The position of the bit to check</param>
/// <returns></returns>
static bool IsBitSet(int b, int pos)
{
return ((b & pos) == pos);
}
/// <summary>
/// Calculates the normal.
/// </summary>
/// <param name="p"></param>
private static Vector3 calculateDensityNormal(Vector3I p, DensityData densities, int lod)
{
Vector3 normal = new Vector3();
normal.x = (densities.get(p.x + 1, p.y, p.z) - densities.get(p.x - 1, p.y, p.z)) / (NodeManager.LODSize[lod]);
normal.y = (densities.get(p.x, p.y + 1, p.z) - densities.get(p.x, p.y - 1, p.z)) / (NodeManager.LODSize[lod]);
normal.z = (densities.get(p.x, p.y, p.z + 1) - densities.get(p.x, p.y, p.z - 1)) / (NodeManager.LODSize[lod]);
normal.Normalize();
return normal;
}
#endregion
#region Lookup Table A
static int[] edgeTable = new int[256] {
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 };
#endregion
#region Lookup Table B
static int[][] triTable = new int[256][] {
new int[] {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1},
new int[] {8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1},
new int[] {3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1},
new int[] {4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1},
new int[] {4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1},
new int[] {9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1},
new int[] {10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1},
new int[] {5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1},
new int[] {5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1},
new int[] {8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1},
new int[] {2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1},
new int[] {7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1},
new int[] {2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1},
new int[] {11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1},
new int[] {5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1},
new int[] {11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1},
new int[] {11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1},
new int[] {2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1},
new int[] {6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1},
new int[] {3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1},
new int[] {6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1},
new int[] {6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1},
new int[] {8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1},
new int[] {7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1},
new int[] {3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1},
new int[] {0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1},
new int[] {9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1},
new int[] {8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1},
new int[] {5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1},
new int[] {0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1},
new int[] {6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1},
new int[] {10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1},
new int[] {8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1},
new int[] {1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1},
new int[] {0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1},
new int[] {3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1},
new int[] {6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1},
new int[] {9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1},
new int[] {8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1},
new int[] {3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1},
new int[] {6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1},
new int[] {10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1},
new int[] {10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1},
new int[] {2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1},
new int[] {7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1},
new int[] {7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1},
new int[] {2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1},
new int[] {1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1},
new int[] {11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1},
new int[] {8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1},
new int[] {0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1},
new int[] {7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
new int[] {6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1},
new int[] {7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1},
new int[] {10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1},
new int[] {0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1},
new int[] {7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1},
new int[] {6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1},
new int[] {8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1},
new int[] {6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1},
new int[] {4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1},
new int[] {10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1},
new int[] {8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1},
new int[] {1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1},
new int[] {8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1},
new int[] {10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1},
new int[] {10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
new int[] {11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1},
new int[] {9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
new int[] {6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1},
new int[] {7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1},
new int[] {3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1},
new int[] {7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1},
new int[] {3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1},
new int[] {6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1},
new int[] {9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1},
new int[] {1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1},
new int[] {4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1},
new int[] {7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1},
new int[] {6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1},
new int[] {0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1},
new int[] {6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1},
new int[] {0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1},
new int[] {11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1},
new int[] {6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1},
new int[] {5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1},
new int[] {9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1},
new int[] {1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1},
new int[] {10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1},
new int[] {0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1},
new int[] {10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1},
new int[] {11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1},
new int[] {9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1},
new int[] {7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1},
new int[] {2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1},
new int[] {8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1},
new int[] {9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1},
new int[] {9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1},
new int[] {1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1},
new int[] {5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1},
new int[] {0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1},
new int[] {10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1},
new int[] {2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1},
new int[] {0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1},
new int[] {0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1},
new int[] {9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1},
new int[] {5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1},
new int[] {5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1},
new int[] {8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1},
new int[] {9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1},
new int[] {1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1},
new int[] {3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1},
new int[] {4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1},
new int[] {9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1},
new int[] {11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1},
new int[] {11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1},
new int[] {2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1},
new int[] {9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1},
new int[] {3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1},
new int[] {1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1},
new int[] {4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1},
new int[] {0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1},
new int[] {9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1},
new int[] {1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
new int[] {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}};
#endregion
#endregion
/// <summary>
/// Used to draw information about mesh generation.
/// </summary>
public static void debugDraw()
{
GUILayout.Label("Requests: " + getRequestCount());
//GUILayout.Label("Threads: " + threadList.Count);
//GUILayout.Label("Active: " + activeRequests.Count);
GUILayout.Label("Finished: " + chunksFinished);
GUILayout.Label("Free Game Objects: " + ChunkPool.chunkList.Count);
GUILayout.Label("Total Game Objects: " + ChunkPool.totalCreated);
//GUILayout.Label("Saves Queued: " + saveQueue.Count);
GUILayout.Label("Nodes Saved: " + nodesSaved);
//GUILayout.Label("Loads Queued: " + loadQueue.Count);
GUILayout.Label("Nodes Loaded: " + nodesLoaded);
}
}
}