VolumeSlice.js 6.1 KB

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  1. /**
  2. * This class has been made to hold a slice of a volume data
  3. * @class
  4. * @author Valentin Demeusy / https://github.com/stity
  5. * @param {Volume} volume The associated volume
  6. * @param {number} [index=0] The index of the slice
  7. * @param {string} [axis='z'] For now only 'x', 'y' or 'z' but later it will change to a normal vector
  8. * @see Volume
  9. */
  10. import {
  11. ClampToEdgeWrapping,
  12. DoubleSide,
  13. LinearFilter,
  14. Mesh,
  15. MeshBasicMaterial,
  16. PlaneBufferGeometry,
  17. Texture
  18. } from "../../../build/three.module.js";
  19. var VolumeSlice = function ( volume, index, axis ) {
  20. var slice = this;
  21. /**
  22. * @member {Volume} volume The associated volume
  23. */
  24. this.volume = volume;
  25. /**
  26. * @member {Number} index The index of the slice, if changed, will automatically call updateGeometry at the next repaint
  27. */
  28. index = index || 0;
  29. Object.defineProperty( this, 'index', {
  30. get: function () {
  31. return index;
  32. },
  33. set: function ( value ) {
  34. index = value;
  35. slice.geometryNeedsUpdate = true;
  36. return index;
  37. }
  38. } );
  39. /**
  40. * @member {String} axis The normal axis
  41. */
  42. this.axis = axis || 'z';
  43. /**
  44. * @member {HTMLCanvasElement} canvas The final canvas used for the texture
  45. */
  46. /**
  47. * @member {CanvasRenderingContext2D} ctx Context of the canvas
  48. */
  49. this.canvas = document.createElement( 'canvas' );
  50. /**
  51. * @member {HTMLCanvasElement} canvasBuffer The intermediary canvas used to paint the data
  52. */
  53. /**
  54. * @member {CanvasRenderingContext2D} ctxBuffer Context of the canvas buffer
  55. */
  56. this.canvasBuffer = document.createElement( 'canvas' );
  57. this.updateGeometry();
  58. var canvasMap = new Texture( this.canvas );
  59. canvasMap.minFilter = LinearFilter;
  60. canvasMap.wrapS = canvasMap.wrapT = ClampToEdgeWrapping;
  61. var material = new MeshBasicMaterial( { map: canvasMap, side: DoubleSide, transparent: true } );
  62. /**
  63. * @member {Mesh} mesh The mesh ready to get used in the scene
  64. */
  65. this.mesh = new Mesh( this.geometry, material );
  66. this.mesh.matrixAutoUpdate = false;
  67. /**
  68. * @member {Boolean} geometryNeedsUpdate If set to true, updateGeometry will be triggered at the next repaint
  69. */
  70. this.geometryNeedsUpdate = true;
  71. this.repaint();
  72. /**
  73. * @member {Number} iLength Width of slice in the original coordinate system, corresponds to the width of the buffer canvas
  74. */
  75. /**
  76. * @member {Number} jLength Height of slice in the original coordinate system, corresponds to the height of the buffer canvas
  77. */
  78. /**
  79. * @member {Function} sliceAccess Function that allow the slice to access right data
  80. * @see Volume.extractPerpendicularPlane
  81. * @param {Number} i The first coordinate
  82. * @param {Number} j The second coordinate
  83. * @returns {Number} the index corresponding to the voxel in volume.data of the given position in the slice
  84. */
  85. };
  86. VolumeSlice.prototype = {
  87. constructor: VolumeSlice,
  88. /**
  89. * @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true
  90. * @memberof VolumeSlice
  91. */
  92. repaint: function () {
  93. if ( this.geometryNeedsUpdate ) {
  94. this.updateGeometry();
  95. }
  96. var iLength = this.iLength,
  97. jLength = this.jLength,
  98. sliceAccess = this.sliceAccess,
  99. volume = this.volume,
  100. canvas = this.canvasBuffer,
  101. ctx = this.ctxBuffer;
  102. // get the imageData and pixel array from the canvas
  103. var imgData = ctx.getImageData( 0, 0, iLength, jLength );
  104. var data = imgData.data;
  105. var volumeData = volume.data;
  106. var upperThreshold = volume.upperThreshold;
  107. var lowerThreshold = volume.lowerThreshold;
  108. var windowLow = volume.windowLow;
  109. var windowHigh = volume.windowHigh;
  110. // manipulate some pixel elements
  111. var pixelCount = 0;
  112. if ( volume.dataType === 'label' ) {
  113. //this part is currently useless but will be used when colortables will be handled
  114. for ( var j = 0; j < jLength; j ++ ) {
  115. for ( var i = 0; i < iLength; i ++ ) {
  116. var label = volumeData[ sliceAccess( i, j ) ];
  117. label = label >= this.colorMap.length ? ( label % this.colorMap.length ) + 1 : label;
  118. var color = this.colorMap[ label ];
  119. data[ 4 * pixelCount ] = ( color >> 24 ) & 0xff;
  120. data[ 4 * pixelCount + 1 ] = ( color >> 16 ) & 0xff;
  121. data[ 4 * pixelCount + 2 ] = ( color >> 8 ) & 0xff;
  122. data[ 4 * pixelCount + 3 ] = color & 0xff;
  123. pixelCount ++;
  124. }
  125. }
  126. } else {
  127. for ( var j = 0; j < jLength; j ++ ) {
  128. for ( var i = 0; i < iLength; i ++ ) {
  129. var value = volumeData[ sliceAccess( i, j ) ];
  130. var alpha = 0xff;
  131. //apply threshold
  132. alpha = upperThreshold >= value ? ( lowerThreshold <= value ? alpha : 0 ) : 0;
  133. //apply window level
  134. value = Math.floor( 255 * ( value - windowLow ) / ( windowHigh - windowLow ) );
  135. value = value > 255 ? 255 : ( value < 0 ? 0 : value | 0 );
  136. data[ 4 * pixelCount ] = value;
  137. data[ 4 * pixelCount + 1 ] = value;
  138. data[ 4 * pixelCount + 2 ] = value;
  139. data[ 4 * pixelCount + 3 ] = alpha;
  140. pixelCount ++;
  141. }
  142. }
  143. }
  144. ctx.putImageData( imgData, 0, 0 );
  145. this.ctx.drawImage( canvas, 0, 0, iLength, jLength, 0, 0, this.canvas.width, this.canvas.height );
  146. this.mesh.material.map.needsUpdate = true;
  147. },
  148. /**
  149. * @member {Function} Refresh the geometry according to axis and index
  150. * @see Volume.extractPerpendicularPlane
  151. * @memberof VolumeSlice
  152. */
  153. updateGeometry: function () {
  154. var extracted = this.volume.extractPerpendicularPlane( this.axis, this.index );
  155. this.sliceAccess = extracted.sliceAccess;
  156. this.jLength = extracted.jLength;
  157. this.iLength = extracted.iLength;
  158. this.matrix = extracted.matrix;
  159. this.canvas.width = extracted.planeWidth;
  160. this.canvas.height = extracted.planeHeight;
  161. this.canvasBuffer.width = this.iLength;
  162. this.canvasBuffer.height = this.jLength;
  163. this.ctx = this.canvas.getContext( '2d' );
  164. this.ctxBuffer = this.canvasBuffer.getContext( '2d' );
  165. if ( this.geometry ) this.geometry.dispose(); // dispose existing geometry
  166. this.geometry = new PlaneBufferGeometry( extracted.planeWidth, extracted.planeHeight );
  167. if ( this.mesh ) {
  168. this.mesh.geometry = this.geometry;
  169. //reset mesh matrix
  170. this.mesh.matrix.identity();
  171. this.mesh.applyMatrix4( this.matrix );
  172. }
  173. this.geometryNeedsUpdate = false;
  174. }
  175. };
  176. export { VolumeSlice };