bytev-charts
Version:
基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
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JavaScript
import "core-js/modules/es.array.map.js";
import _Object$defineProperty from "@babel/runtime-corejs2/core-js/object/define-property";
console.warn("THREE.VolumeSlice: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
/**
* This class has been made to hold a slice of a volume data
* @class
* @param {THREE.Volume} volume The associated volume
* @param {number} [index=0] The index of the slice
* @param {string} [axis='z'] For now only 'x', 'y' or 'z' but later it will change to a normal vector
* @see THREE.Volume
*/
THREE.VolumeSlice = function (volume, index, axis) {
var slice = this;
/**
* @member {THREE.Volume} volume The associated volume
*/
this.volume = volume;
/**
* @member {Number} index The index of the slice, if changed, will automatically call updateGeometry at the next repaint
*/
index = index || 0;
_Object$defineProperty(this, 'index', {
get: function get() {
return index;
},
set: function set(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();
var canvasMap = new THREE.Texture(this.canvas);
canvasMap.minFilter = THREE.LinearFilter;
canvasMap.wrapS = canvasMap.wrapT = THREE.ClampToEdgeWrapping;
var material = new THREE.MeshBasicMaterial({
map: canvasMap,
side: THREE.DoubleSide,
transparent: true
});
/**
* @member {THREE.Mesh} mesh The mesh ready to get used in the scene
*/
this.mesh = new THREE.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 THREE.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
*/
};
THREE.VolumeSlice.prototype = {
constructor: THREE.VolumeSlice,
/**
* @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true
* @memberof THREE.VolumeSlice
*/
repaint: function repaint() {
if (this.geometryNeedsUpdate) {
this.updateGeometry();
}
var 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
var imgData = ctx.getImageData(0, 0, iLength, jLength);
var data = imgData.data;
var volumeData = volume.data;
var upperThreshold = volume.upperThreshold;
var lowerThreshold = volume.lowerThreshold;
var windowLow = volume.windowLow;
var windowHigh = volume.windowHigh; // manipulate some pixel elements
var pixelCount = 0;
if (volume.dataType === 'label') {
//this part is currently useless but will be used when colortables will be handled
for (var j = 0; j < jLength; j++) {
for (var i = 0; i < iLength; i++) {
var label = volumeData[sliceAccess(i, j)];
label = label >= this.colorMap.length ? label % this.colorMap.length + 1 : label;
var 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 (var j = 0; j < jLength; j++) {
for (var i = 0; i < iLength; i++) {
var value = volumeData[sliceAccess(i, j)];
var 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 THREE.Volume.extractPerpendicularPlane
* @memberof THREE.VolumeSlice
*/
updateGeometry: function updateGeometry() {
var 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 THREE.PlaneBufferGeometry(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;
}
};