VolumeSlice.js 6.1 KB

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  1. import {
  2. ClampToEdgeWrapping,
  3. DoubleSide,
  4. LinearFilter,
  5. Mesh,
  6. MeshBasicMaterial,
  7. PlaneGeometry,
  8. Texture,
  9. SRGBColorSpace
  10. } from 'three';
  11. /**
  12. * This class has been made to hold a slice of a volume data
  13. * @class
  14. * @param {Volume} volume The associated volume
  15. * @param {number} [index=0] The index of the slice
  16. * @param {string} [axis='z'] For now only 'x', 'y' or 'z' but later it will change to a normal vector
  17. * @see Volume
  18. */
  19. class VolumeSlice {
  20. constructor( volume, index, axis ) {
  21. const slice = this;
  22. /**
  23. * @member {Volume} volume The associated volume
  24. */
  25. this.volume = volume;
  26. /**
  27. * @member {Number} index The index of the slice, if changed, will automatically call updateGeometry at the next repaint
  28. */
  29. index = index || 0;
  30. Object.defineProperty( this, 'index', {
  31. get: function () {
  32. return index;
  33. },
  34. set: function ( value ) {
  35. index = value;
  36. slice.geometryNeedsUpdate = true;
  37. return index;
  38. }
  39. } );
  40. /**
  41. * @member {String} axis The normal axis
  42. */
  43. this.axis = axis || 'z';
  44. /**
  45. * @member {HTMLCanvasElement} canvas The final canvas used for the texture
  46. */
  47. /**
  48. * @member {CanvasRenderingContext2D} ctx Context of the canvas
  49. */
  50. this.canvas = document.createElement( 'canvas' );
  51. /**
  52. * @member {HTMLCanvasElement} canvasBuffer The intermediary canvas used to paint the data
  53. */
  54. /**
  55. * @member {CanvasRenderingContext2D} ctxBuffer Context of the canvas buffer
  56. */
  57. this.canvasBuffer = document.createElement( 'canvas' );
  58. this.updateGeometry();
  59. const canvasMap = new Texture( this.canvas );
  60. canvasMap.minFilter = LinearFilter;
  61. canvasMap.wrapS = canvasMap.wrapT = ClampToEdgeWrapping;
  62. canvasMap.colorSpace = SRGBColorSpace;
  63. const material = new MeshBasicMaterial( { map: canvasMap, side: DoubleSide, transparent: true } );
  64. /**
  65. * @member {Mesh} mesh The mesh ready to get used in the scene
  66. */
  67. this.mesh = new Mesh( this.geometry, material );
  68. this.mesh.matrixAutoUpdate = false;
  69. /**
  70. * @member {Boolean} geometryNeedsUpdate If set to true, updateGeometry will be triggered at the next repaint
  71. */
  72. this.geometryNeedsUpdate = true;
  73. this.repaint();
  74. /**
  75. * @member {Number} iLength Width of slice in the original coordinate system, corresponds to the width of the buffer canvas
  76. */
  77. /**
  78. * @member {Number} jLength Height of slice in the original coordinate system, corresponds to the height of the buffer canvas
  79. */
  80. /**
  81. * @member {Function} sliceAccess Function that allow the slice to access right data
  82. * @see Volume.extractPerpendicularPlane
  83. * @param {Number} i The first coordinate
  84. * @param {Number} j The second coordinate
  85. * @returns {Number} the index corresponding to the voxel in volume.data of the given position in the slice
  86. */
  87. }
  88. /**
  89. * @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true
  90. * @memberof VolumeSlice
  91. */
  92. repaint() {
  93. if ( this.geometryNeedsUpdate ) {
  94. this.updateGeometry();
  95. }
  96. const 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. const imgData = ctx.getImageData( 0, 0, iLength, jLength );
  104. const data = imgData.data;
  105. const volumeData = volume.data;
  106. const upperThreshold = volume.upperThreshold;
  107. const lowerThreshold = volume.lowerThreshold;
  108. const windowLow = volume.windowLow;
  109. const windowHigh = volume.windowHigh;
  110. // manipulate some pixel elements
  111. let pixelCount = 0;
  112. if ( volume.dataType === 'label' ) {
  113. //this part is currently useless but will be used when colortables will be handled
  114. for ( let j = 0; j < jLength; j ++ ) {
  115. for ( let i = 0; i < iLength; i ++ ) {
  116. let label = volumeData[ sliceAccess( i, j ) ];
  117. label = label >= this.colorMap.length ? ( label % this.colorMap.length ) + 1 : label;
  118. const 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 ( let j = 0; j < jLength; j ++ ) {
  128. for ( let i = 0; i < iLength; i ++ ) {
  129. let value = volumeData[ sliceAccess( i, j ) ];
  130. let 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() {
  154. const 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 PlaneGeometry( 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 };