230 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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