VolumeSlice.js 6.1 KB

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  1. ( function () {
  2. /**
  3. * This class has been made to hold a slice of a volume data
  4. * @class
  5. * @param {Volume} volume The associated volume
  6. * @param {number} [index=0] The index of the slice
  7. * @param {string} [axis='z'] For now only 'x', 'y' or 'z' but later it will change to a normal vector
  8. * @see Volume
  9. */
  10. function VolumeSlice( volume, index, axis ) {
  11. var slice = this;
  12. /**
  13. * @member {Volume} volume The associated volume
  14. */
  15. this.volume = volume;
  16. /**
  17. * @member {Number} index The index of the slice, if changed, will automatically call updateGeometry at the next repaint
  18. */
  19. index = index || 0;
  20. Object.defineProperty( this, 'index', {
  21. get: function () {
  22. return index;
  23. },
  24. set: function ( value ) {
  25. index = value;
  26. slice.geometryNeedsUpdate = true;
  27. return index;
  28. }
  29. } );
  30. /**
  31. * @member {String} axis The normal axis
  32. */
  33. this.axis = axis || 'z';
  34. /**
  35. * @member {HTMLCanvasElement} canvas The final canvas used for the texture
  36. */
  37. /**
  38. * @member {CanvasRenderingContext2D} ctx Context of the canvas
  39. */
  40. this.canvas = document.createElement( 'canvas' );
  41. /**
  42. * @member {HTMLCanvasElement} canvasBuffer The intermediary canvas used to paint the data
  43. */
  44. /**
  45. * @member {CanvasRenderingContext2D} ctxBuffer Context of the canvas buffer
  46. */
  47. this.canvasBuffer = document.createElement( 'canvas' );
  48. this.updateGeometry();
  49. var canvasMap = new THREE.Texture( this.canvas );
  50. canvasMap.minFilter = THREE.LinearFilter;
  51. canvasMap.wrapS = canvasMap.wrapT = THREE.ClampToEdgeWrapping;
  52. var material = new THREE.MeshBasicMaterial( {
  53. map: canvasMap,
  54. side: THREE.DoubleSide,
  55. transparent: true
  56. } );
  57. /**
  58. * @member {Mesh} mesh The mesh ready to get used in the scene
  59. */
  60. this.mesh = new THREE.Mesh( this.geometry, material );
  61. this.mesh.matrixAutoUpdate = false;
  62. /**
  63. * @member {Boolean} geometryNeedsUpdate If set to true, updateGeometry will be triggered at the next repaint
  64. */
  65. this.geometryNeedsUpdate = true;
  66. this.repaint();
  67. /**
  68. * @member {Number} iLength Width of slice in the original coordinate system, corresponds to the width of the buffer canvas
  69. */
  70. /**
  71. * @member {Number} jLength Height of slice in the original coordinate system, corresponds to the height of the buffer canvas
  72. */
  73. /**
  74. * @member {Function} sliceAccess Function that allow the slice to access right data
  75. * @see Volume.extractPerpendicularPlane
  76. * @param {Number} i The first coordinate
  77. * @param {Number} j The second coordinate
  78. * @returns {Number} the index corresponding to the voxel in volume.data of the given position in the slice
  79. */
  80. }
  81. VolumeSlice.prototype = {
  82. constructor: VolumeSlice,
  83. /**
  84. * @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true
  85. * @memberof VolumeSlice
  86. */
  87. repaint: function () {
  88. if ( this.geometryNeedsUpdate ) {
  89. this.updateGeometry();
  90. }
  91. var iLength = this.iLength,
  92. jLength = this.jLength,
  93. sliceAccess = this.sliceAccess,
  94. volume = this.volume,
  95. canvas = this.canvasBuffer,
  96. ctx = this.ctxBuffer; // get the imageData and pixel array from the canvas
  97. var imgData = ctx.getImageData( 0, 0, iLength, jLength );
  98. var data = imgData.data;
  99. var volumeData = volume.data;
  100. var upperThreshold = volume.upperThreshold;
  101. var lowerThreshold = volume.lowerThreshold;
  102. var windowLow = volume.windowLow;
  103. var windowHigh = volume.windowHigh; // manipulate some pixel elements
  104. var pixelCount = 0;
  105. if ( volume.dataType === 'label' ) {
  106. //this part is currently useless but will be used when colortables will be handled
  107. for ( var j = 0; j < jLength; j ++ ) {
  108. for ( var i = 0; i < iLength; i ++ ) {
  109. var label = volumeData[ sliceAccess( i, j ) ];
  110. label = label >= this.colorMap.length ? label % this.colorMap.length + 1 : label;
  111. var color = this.colorMap[ label ];
  112. data[ 4 * pixelCount ] = color >> 24 & 0xff;
  113. data[ 4 * pixelCount + 1 ] = color >> 16 & 0xff;
  114. data[ 4 * pixelCount + 2 ] = color >> 8 & 0xff;
  115. data[ 4 * pixelCount + 3 ] = color & 0xff;
  116. pixelCount ++;
  117. }
  118. }
  119. } else {
  120. for ( var j = 0; j < jLength; j ++ ) {
  121. for ( var i = 0; i < iLength; i ++ ) {
  122. var value = volumeData[ sliceAccess( i, j ) ];
  123. var alpha = 0xff; //apply threshold
  124. alpha = upperThreshold >= value ? lowerThreshold <= value ? alpha : 0 : 0; //apply window level
  125. value = Math.floor( 255 * ( value - windowLow ) / ( windowHigh - windowLow ) );
  126. value = value > 255 ? 255 : value < 0 ? 0 : value | 0;
  127. data[ 4 * pixelCount ] = value;
  128. data[ 4 * pixelCount + 1 ] = value;
  129. data[ 4 * pixelCount + 2 ] = value;
  130. data[ 4 * pixelCount + 3 ] = alpha;
  131. pixelCount ++;
  132. }
  133. }
  134. }
  135. ctx.putImageData( imgData, 0, 0 );
  136. this.ctx.drawImage( canvas, 0, 0, iLength, jLength, 0, 0, this.canvas.width, this.canvas.height );
  137. this.mesh.material.map.needsUpdate = true;
  138. },
  139. /**
  140. * @member {Function} Refresh the geometry according to axis and index
  141. * @see Volume.extractPerpendicularPlane
  142. * @memberof VolumeSlice
  143. */
  144. updateGeometry: function () {
  145. var extracted = this.volume.extractPerpendicularPlane( this.axis, this.index );
  146. this.sliceAccess = extracted.sliceAccess;
  147. this.jLength = extracted.jLength;
  148. this.iLength = extracted.iLength;
  149. this.matrix = extracted.matrix;
  150. this.canvas.width = extracted.planeWidth;
  151. this.canvas.height = extracted.planeHeight;
  152. this.canvasBuffer.width = this.iLength;
  153. this.canvasBuffer.height = this.jLength;
  154. this.ctx = this.canvas.getContext( '2d' );
  155. this.ctxBuffer = this.canvasBuffer.getContext( '2d' );
  156. if ( this.geometry ) this.geometry.dispose(); // dispose existing geometry
  157. this.geometry = new THREE.PlaneGeometry( extracted.planeWidth, extracted.planeHeight );
  158. if ( this.mesh ) {
  159. this.mesh.geometry = this.geometry; //reset mesh matrix
  160. this.mesh.matrix.identity();
  161. this.mesh.applyMatrix4( this.matrix );
  162. }
  163. this.geometryNeedsUpdate = false;
  164. }
  165. };
  166. THREE.VolumeSlice = VolumeSlice;
  167. } )();