Buckets:
| 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} | |
| * @three_import import { VolumeSlice } from 'three/addons/misc/VolumeSlice.js'; | |
| */ | |
| 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 }; | |
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