230 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			230 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	ClampToEdgeWrapping, | ||
|  | 	DoubleSide, | ||
|  | 	LinearFilter, | ||
|  | 	Mesh, | ||
|  | 	MeshBasicMaterial, | ||
|  | 	PlaneGeometry, | ||
|  | 	Texture, | ||
|  | 	SRGBColorSpace | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * 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 | ||
|  |  */ | ||
|  | class VolumeSlice { | ||
|  | 
 | ||
|  | 	constructor( volume, index, axis ) { | ||
|  | 
 | ||
|  | 		const 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(); | ||
|  | 
 | ||
|  | 
 | ||
|  | 		const canvasMap = new Texture( this.canvas ); | ||
|  | 		canvasMap.minFilter = LinearFilter; | ||
|  | 		canvasMap.wrapS = canvasMap.wrapT = ClampToEdgeWrapping; | ||
|  | 		canvasMap.colorSpace = SRGBColorSpace; | ||
|  | 		const 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 | ||
|  | 		 */ | ||
|  | 
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true | ||
|  | 	 * @memberof VolumeSlice | ||
|  | 	 */ | ||
|  | 	repaint() { | ||
|  | 
 | ||
|  | 		if ( this.geometryNeedsUpdate ) { | ||
|  | 
 | ||
|  | 			this.updateGeometry(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const 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
 | ||
|  | 		const imgData = ctx.getImageData( 0, 0, iLength, jLength ); | ||
|  | 		const data = imgData.data; | ||
|  | 		const volumeData = volume.data; | ||
|  | 		const upperThreshold = volume.upperThreshold; | ||
|  | 		const lowerThreshold = volume.lowerThreshold; | ||
|  | 		const windowLow = volume.windowLow; | ||
|  | 		const windowHigh = volume.windowHigh; | ||
|  | 
 | ||
|  | 		// manipulate some pixel elements
 | ||
|  | 		let pixelCount = 0; | ||
|  | 
 | ||
|  | 		if ( volume.dataType === 'label' ) { | ||
|  | 
 | ||
|  | 			//this part is currently useless but will be used when colortables will be handled
 | ||
|  | 			for ( let j = 0; j < jLength; j ++ ) { | ||
|  | 
 | ||
|  | 				for ( let i = 0; i < iLength; i ++ ) { | ||
|  | 
 | ||
|  | 					let label = volumeData[ sliceAccess( i, j ) ]; | ||
|  | 					label = label >= this.colorMap.length ? ( label % this.colorMap.length ) + 1 : label; | ||
|  | 					const 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 ( let j = 0; j < jLength; j ++ ) { | ||
|  | 
 | ||
|  | 				for ( let i = 0; i < iLength; i ++ ) { | ||
|  | 
 | ||
|  | 					let value = volumeData[ sliceAccess( i, j ) ]; | ||
|  | 					let 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() { | ||
|  | 
 | ||
|  | 		const 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 }; |