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three

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JavaScript 3D library

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import { ClampToEdgeWrapping, DoubleSide, LinearFilter, Mesh, MeshBasicMaterial, PlaneGeometry, Texture, SRGBColorSpace } from 'three'; /** * This class has been made to hold a slice of a volume data. * * @see {@link Volume} */ class VolumeSlice { /** * Constructs a new volume slice. * * @param {Volume} volume - The associated volume. * @param {number} [index=0] - The index of the slice. * @param {('x'|'y'|'z')} [axis='z'] - For now only 'x', 'y' or 'z' but later it will change to a normal vector. */ constructor( volume, index = 0, axis = 'z' ) { const slice = this; /** * The associated volume. * * @type {Volume} */ this.volume = volume; Object.defineProperty( this, 'index', { get: function () { return index; }, /** * The index of the slice, if changed, will automatically call updateGeometry at the next repaint. * * @name VolumeSlice#index * @type {number} * @default 0 * @param {number} value * @return {number} */ set: function ( value ) { index = value; slice.geometryNeedsUpdate = true; return index; } } ); /** * The normal axis. * * @type {('x'|'y'|'z')} */ this.axis = axis; /** * The final canvas used for the texture. * * @type {HTMLCanvasElement} */ this.canvas = document.createElement( 'canvas' ); /** * The rendering context of the canvas. * * @type {CanvasRenderingContext2D} */ this.ctx; /** * The intermediary canvas used to paint the data. * * @type {HTMLCanvasElement} */ this.canvasBuffer = document.createElement( 'canvas' ); /** * The rendering context of the canvas buffer, * * @type {CanvasRenderingContext2D} */ this.ctxBuffer; this.updateGeometry(); const canvasMap = new Texture( this.canvas ); canvasMap.minFilter = LinearFilter; canvasMap.generateMipmaps = false; canvasMap.wrapS = canvasMap.wrapT = ClampToEdgeWrapping; canvasMap.colorSpace = SRGBColorSpace; const material = new MeshBasicMaterial( { map: canvasMap, side: DoubleSide, transparent: true } ); /** * The mesh ready to get used in the scene. * * @type {Mesh} */ this.mesh = new Mesh( this.geometry, material ); this.mesh.matrixAutoUpdate = false; /** * If set to `true`, `updateGeometry()` will be triggered at the next repaint. * * @type {boolean} * @default true */ this.geometryNeedsUpdate = true; this.repaint(); /** * Width of slice in the original coordinate system, corresponds to the width of the buffer canvas. * * @type {number} * @default 0 */ this.iLength = 0; /** * Height of slice in the original coordinate system, corresponds to the height of the buffer canvas. * * @type {number} * @default 0 */ this.jLength = 0; /** * Function that allow the slice to access right data. * * @type {?Function} * @see {@link Volume#extractPerpendicularPlane} */ this.sliceAccess = null; } /** * Refresh the texture and the geometry if geometryNeedsUpdate is set to `true`. */ 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' ) { console.error( 'THREE.VolumeSlice.repaint: label are not supported yet' ); // 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; } /** * Refresh the geometry according to axis and index. * @see {@link Volume#extractPerpendicularPlane} */ 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 };