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							- import {
 
- 	ClampToEdgeWrapping,
 
- 	DoubleSide,
 
- 	LinearFilter,
 
- 	Mesh,
 
- 	MeshBasicMaterial,
 
- 	PlaneGeometry,
 
- 	Texture
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * 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
 
-  */
 
- function VolumeSlice( volume, index, axis ) {
 
- 	var 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();
 
- 	var canvasMap = new Texture( this.canvas );
 
- 	canvasMap.minFilter = LinearFilter;
 
- 	canvasMap.wrapS = canvasMap.wrapT = ClampToEdgeWrapping;
 
- 	var 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
 
- 	 */
 
- }
 
- VolumeSlice.prototype = {
 
- 	constructor: VolumeSlice,
 
- 	/**
 
- 	 * @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true
 
- 	 * @memberof VolumeSlice
 
- 	 */
 
- 	repaint: function () {
 
- 		if ( this.geometryNeedsUpdate ) {
 
- 			this.updateGeometry();
 
- 		}
 
- 		var 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
 
- 		var imgData = ctx.getImageData( 0, 0, iLength, jLength );
 
- 		var data = imgData.data;
 
- 		var volumeData = volume.data;
 
- 		var upperThreshold = volume.upperThreshold;
 
- 		var lowerThreshold = volume.lowerThreshold;
 
- 		var windowLow = volume.windowLow;
 
- 		var windowHigh = volume.windowHigh;
 
- 		// manipulate some pixel elements
 
- 		var pixelCount = 0;
 
- 		if ( volume.dataType === 'label' ) {
 
- 			//this part is currently useless but will be used when colortables will be handled
 
- 			for ( var j = 0; j < jLength; j ++ ) {
 
- 				for ( var i = 0; i < iLength; i ++ ) {
 
- 					var label = volumeData[ sliceAccess( i, j ) ];
 
- 					label = label >= this.colorMap.length ? ( label % this.colorMap.length ) + 1 : label;
 
- 					var 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 ( var j = 0; j < jLength; j ++ ) {
 
- 				for ( var i = 0; i < iLength; i ++ ) {
 
- 					var value = volumeData[ sliceAccess( i, j ) ];
 
- 					var 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: function () {
 
- 		var 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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