| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229 | 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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