230 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			230 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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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