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- import {
- ClampToEdgeWrapping,
- DoubleSide,
- LinearFilter,
- Mesh,
- MeshBasicMaterial,
- PlaneGeometry,
- Texture
- } from 'three';
- /**
- * This class has been made to hold a slice of a volume data
- * @class
- * @param {Volume} volume The associated volume
- * @param {number} [index=0] The index of the slice
- * @param {string} [axis='z'] For now only 'x', 'y' or 'z' but later it will change to a normal vector
- * @see Volume
- */
- class VolumeSlice {
- constructor( volume, index, axis ) {
- const slice = this;
- /**
- * @member {Volume} volume The associated volume
- */
- this.volume = volume;
- /**
- * @member {Number} index The index of the slice, if changed, will automatically call updateGeometry at the next repaint
- */
- index = index || 0;
- Object.defineProperty( this, 'index', {
- get: function () {
- return index;
- },
- set: function ( value ) {
- index = value;
- slice.geometryNeedsUpdate = true;
- return index;
- }
- } );
- /**
- * @member {String} axis The normal axis
- */
- this.axis = axis || 'z';
- /**
- * @member {HTMLCanvasElement} canvas The final canvas used for the texture
- */
- /**
- * @member {CanvasRenderingContext2D} ctx Context of the canvas
- */
- this.canvas = document.createElement( 'canvas' );
- /**
- * @member {HTMLCanvasElement} canvasBuffer The intermediary canvas used to paint the data
- */
- /**
- * @member {CanvasRenderingContext2D} ctxBuffer Context of the canvas buffer
- */
- this.canvasBuffer = document.createElement( 'canvas' );
- this.updateGeometry();
- const canvasMap = new Texture( this.canvas );
- canvasMap.minFilter = LinearFilter;
- canvasMap.wrapS = canvasMap.wrapT = ClampToEdgeWrapping;
- const material = new MeshBasicMaterial( { map: canvasMap, side: DoubleSide, transparent: true } );
- /**
- * @member {Mesh} mesh The mesh ready to get used in the scene
- */
- this.mesh = new Mesh( this.geometry, material );
- this.mesh.matrixAutoUpdate = false;
- /**
- * @member {Boolean} geometryNeedsUpdate If set to true, updateGeometry will be triggered at the next repaint
- */
- this.geometryNeedsUpdate = true;
- this.repaint();
- /**
- * @member {Number} iLength Width of slice in the original coordinate system, corresponds to the width of the buffer canvas
- */
- /**
- * @member {Number} jLength Height of slice in the original coordinate system, corresponds to the height of the buffer canvas
- */
- /**
- * @member {Function} sliceAccess Function that allow the slice to access right data
- * @see Volume.extractPerpendicularPlane
- * @param {Number} i The first coordinate
- * @param {Number} j The second coordinate
- * @returns {Number} the index corresponding to the voxel in volume.data of the given position in the slice
- */
- }
- /**
- * @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true
- * @memberof VolumeSlice
- */
- repaint() {
- if ( this.geometryNeedsUpdate ) {
- this.updateGeometry();
- }
- const iLength = this.iLength,
- jLength = this.jLength,
- sliceAccess = this.sliceAccess,
- volume = this.volume,
- canvas = this.canvasBuffer,
- ctx = this.ctxBuffer;
- // get the imageData and pixel array from the canvas
- const imgData = ctx.getImageData( 0, 0, iLength, jLength );
- const data = imgData.data;
- const volumeData = volume.data;
- const upperThreshold = volume.upperThreshold;
- const lowerThreshold = volume.lowerThreshold;
- const windowLow = volume.windowLow;
- const windowHigh = volume.windowHigh;
- // manipulate some pixel elements
- let pixelCount = 0;
- if ( volume.dataType === 'label' ) {
- //this part is currently useless but will be used when colortables will be handled
- for ( let j = 0; j < jLength; j ++ ) {
- for ( let i = 0; i < iLength; i ++ ) {
- let label = volumeData[ sliceAccess( i, j ) ];
- label = label >= this.colorMap.length ? ( label % this.colorMap.length ) + 1 : label;
- const color = this.colorMap[ label ];
- data[ 4 * pixelCount ] = ( color >> 24 ) & 0xff;
- data[ 4 * pixelCount + 1 ] = ( color >> 16 ) & 0xff;
- data[ 4 * pixelCount + 2 ] = ( color >> 8 ) & 0xff;
- data[ 4 * pixelCount + 3 ] = color & 0xff;
- pixelCount ++;
- }
- }
- } else {
- for ( let j = 0; j < jLength; j ++ ) {
- for ( let i = 0; i < iLength; i ++ ) {
- let value = volumeData[ sliceAccess( i, j ) ];
- let alpha = 0xff;
- //apply threshold
- alpha = upperThreshold >= value ? ( lowerThreshold <= value ? alpha : 0 ) : 0;
- //apply window level
- value = Math.floor( 255 * ( value - windowLow ) / ( windowHigh - windowLow ) );
- value = value > 255 ? 255 : ( value < 0 ? 0 : value | 0 );
- data[ 4 * pixelCount ] = value;
- data[ 4 * pixelCount + 1 ] = value;
- data[ 4 * pixelCount + 2 ] = value;
- data[ 4 * pixelCount + 3 ] = alpha;
- pixelCount ++;
- }
- }
- }
- ctx.putImageData( imgData, 0, 0 );
- this.ctx.drawImage( canvas, 0, 0, iLength, jLength, 0, 0, this.canvas.width, this.canvas.height );
- this.mesh.material.map.needsUpdate = true;
- }
- /**
- * @member {Function} Refresh the geometry according to axis and index
- * @see Volume.extractPerpendicularPlane
- * @memberof VolumeSlice
- */
- updateGeometry() {
- const extracted = this.volume.extractPerpendicularPlane( this.axis, this.index );
- this.sliceAccess = extracted.sliceAccess;
- this.jLength = extracted.jLength;
- this.iLength = extracted.iLength;
- this.matrix = extracted.matrix;
- this.canvas.width = extracted.planeWidth;
- this.canvas.height = extracted.planeHeight;
- this.canvasBuffer.width = this.iLength;
- this.canvasBuffer.height = this.jLength;
- this.ctx = this.canvas.getContext( '2d' );
- this.ctxBuffer = this.canvasBuffer.getContext( '2d' );
- if ( this.geometry ) this.geometry.dispose(); // dispose existing geometry
- this.geometry = new PlaneGeometry( extracted.planeWidth, extracted.planeHeight );
- if ( this.mesh ) {
- this.mesh.geometry = this.geometry;
- //reset mesh matrix
- this.mesh.matrix.identity();
- this.mesh.applyMatrix4( this.matrix );
- }
- this.geometryNeedsUpdate = false;
- }
- }
- export { VolumeSlice };
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