                 newTriangle.push( [ vertex[0] * @cubeOffset + x,
                                     vertex[1] * @cubeOffset + y,
                                     vertex[2] * @cubeOffset + z ] )
-              
+
               newTriangles.push(newTriangle)
 
             result[ cellId ] = result[ cellId ].concat( newTriangles )

          cubeIndices = @getCubeIndices(x, y, z)

          for cellId of cubeIndices
            
            unless result[cellId]?
              result[ cellId ] = []


    result = {}
    for cellId in cellIds
      cubeIndex = 0

      for i in [0..7]
        bit = if cellId == labels[i] then 1 else 0
        cubeIndex |= bit << i

      result[cellId] = cubeIndex

    return result
