添加关照、全局等高线、修改图层问题
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229
static/sdk/three/jsm/misc/VolumeSlice.js
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229
static/sdk/three/jsm/misc/VolumeSlice.js
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import {
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ClampToEdgeWrapping,
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DoubleSide,
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LinearFilter,
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Mesh,
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MeshBasicMaterial,
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PlaneGeometry,
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Texture,
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SRGBColorSpace
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} from 'three';
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/**
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* This class has been made to hold a slice of a volume data
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* @class
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* @param {Volume} volume The associated volume
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* @param {number} [index=0] The index of the slice
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* @param {string} [axis='z'] For now only 'x', 'y' or 'z' but later it will change to a normal vector
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* @see Volume
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*/
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class VolumeSlice {
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constructor( volume, index, axis ) {
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const slice = this;
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/**
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* @member {Volume} volume The associated volume
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*/
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this.volume = volume;
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/**
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* @member {Number} index The index of the slice, if changed, will automatically call updateGeometry at the next repaint
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*/
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index = index || 0;
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Object.defineProperty( this, 'index', {
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get: function () {
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return index;
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},
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set: function ( value ) {
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index = value;
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slice.geometryNeedsUpdate = true;
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return index;
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}
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} );
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/**
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* @member {String} axis The normal axis
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*/
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this.axis = axis || 'z';
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/**
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* @member {HTMLCanvasElement} canvas The final canvas used for the texture
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*/
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/**
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* @member {CanvasRenderingContext2D} ctx Context of the canvas
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*/
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this.canvas = document.createElement( 'canvas' );
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/**
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* @member {HTMLCanvasElement} canvasBuffer The intermediary canvas used to paint the data
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*/
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/**
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* @member {CanvasRenderingContext2D} ctxBuffer Context of the canvas buffer
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*/
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this.canvasBuffer = document.createElement( 'canvas' );
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this.updateGeometry();
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const canvasMap = new Texture( this.canvas );
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canvasMap.minFilter = LinearFilter;
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canvasMap.wrapS = canvasMap.wrapT = ClampToEdgeWrapping;
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canvasMap.colorSpace = SRGBColorSpace;
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const material = new MeshBasicMaterial( { map: canvasMap, side: DoubleSide, transparent: true } );
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/**
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* @member {Mesh} mesh The mesh ready to get used in the scene
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*/
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this.mesh = new Mesh( this.geometry, material );
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this.mesh.matrixAutoUpdate = false;
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/**
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* @member {Boolean} geometryNeedsUpdate If set to true, updateGeometry will be triggered at the next repaint
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*/
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this.geometryNeedsUpdate = true;
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this.repaint();
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/**
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* @member {Number} iLength Width of slice in the original coordinate system, corresponds to the width of the buffer canvas
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*/
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/**
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* @member {Number} jLength Height of slice in the original coordinate system, corresponds to the height of the buffer canvas
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*/
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/**
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* @member {Function} sliceAccess Function that allow the slice to access right data
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* @see Volume.extractPerpendicularPlane
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* @param {Number} i The first coordinate
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* @param {Number} j The second coordinate
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* @returns {Number} the index corresponding to the voxel in volume.data of the given position in the slice
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*/
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}
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/**
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* @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true
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* @memberof VolumeSlice
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*/
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repaint() {
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if ( this.geometryNeedsUpdate ) {
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this.updateGeometry();
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}
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const iLength = this.iLength,
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jLength = this.jLength,
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sliceAccess = this.sliceAccess,
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volume = this.volume,
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canvas = this.canvasBuffer,
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ctx = this.ctxBuffer;
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// get the imageData and pixel array from the canvas
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const imgData = ctx.getImageData( 0, 0, iLength, jLength );
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const data = imgData.data;
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const volumeData = volume.data;
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const upperThreshold = volume.upperThreshold;
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const lowerThreshold = volume.lowerThreshold;
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const windowLow = volume.windowLow;
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const windowHigh = volume.windowHigh;
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// manipulate some pixel elements
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let pixelCount = 0;
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if ( volume.dataType === 'label' ) {
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//this part is currently useless but will be used when colortables will be handled
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for ( let j = 0; j < jLength; j ++ ) {
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for ( let i = 0; i < iLength; i ++ ) {
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let label = volumeData[ sliceAccess( i, j ) ];
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label = label >= this.colorMap.length ? ( label % this.colorMap.length ) + 1 : label;
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const color = this.colorMap[ label ];
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data[ 4 * pixelCount ] = ( color >> 24 ) & 0xff;
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data[ 4 * pixelCount + 1 ] = ( color >> 16 ) & 0xff;
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data[ 4 * pixelCount + 2 ] = ( color >> 8 ) & 0xff;
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data[ 4 * pixelCount + 3 ] = color & 0xff;
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pixelCount ++;
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}
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}
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} else {
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for ( let j = 0; j < jLength; j ++ ) {
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for ( let i = 0; i < iLength; i ++ ) {
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let value = volumeData[ sliceAccess( i, j ) ];
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let alpha = 0xff;
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//apply threshold
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alpha = upperThreshold >= value ? ( lowerThreshold <= value ? alpha : 0 ) : 0;
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//apply window level
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value = Math.floor( 255 * ( value - windowLow ) / ( windowHigh - windowLow ) );
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value = value > 255 ? 255 : ( value < 0 ? 0 : value | 0 );
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data[ 4 * pixelCount ] = value;
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data[ 4 * pixelCount + 1 ] = value;
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data[ 4 * pixelCount + 2 ] = value;
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data[ 4 * pixelCount + 3 ] = alpha;
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pixelCount ++;
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}
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}
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}
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ctx.putImageData( imgData, 0, 0 );
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this.ctx.drawImage( canvas, 0, 0, iLength, jLength, 0, 0, this.canvas.width, this.canvas.height );
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this.mesh.material.map.needsUpdate = true;
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}
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/**
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* @member {Function} Refresh the geometry according to axis and index
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* @see Volume.extractPerpendicularPlane
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* @memberof VolumeSlice
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*/
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updateGeometry() {
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const extracted = this.volume.extractPerpendicularPlane( this.axis, this.index );
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this.sliceAccess = extracted.sliceAccess;
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this.jLength = extracted.jLength;
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this.iLength = extracted.iLength;
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this.matrix = extracted.matrix;
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this.canvas.width = extracted.planeWidth;
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this.canvas.height = extracted.planeHeight;
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this.canvasBuffer.width = this.iLength;
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this.canvasBuffer.height = this.jLength;
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this.ctx = this.canvas.getContext( '2d' );
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this.ctxBuffer = this.canvasBuffer.getContext( '2d' );
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if ( this.geometry ) this.geometry.dispose(); // dispose existing geometry
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this.geometry = new PlaneGeometry( extracted.planeWidth, extracted.planeHeight );
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if ( this.mesh ) {
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this.mesh.geometry = this.geometry;
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//reset mesh matrix
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this.mesh.matrix.identity();
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this.mesh.applyMatrix4( this.matrix );
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}
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this.geometryNeedsUpdate = false;
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}
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}
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export { VolumeSlice };
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