| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222 | ( function () {	/** * 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 THREE.Texture( this.canvas );		canvasMap.minFilter = THREE.LinearFilter;		canvasMap.wrapS = canvasMap.wrapT = THREE.ClampToEdgeWrapping;		var material = new THREE.MeshBasicMaterial( {			map: canvasMap,			side: THREE.DoubleSide,			transparent: true		} );		/**   * @member {Mesh} mesh The mesh ready to get used in the scene   */		this.mesh = new THREE.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 THREE.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;		}	};	THREE.VolumeSlice = VolumeSlice;} )();
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