(function (global, factory) { if (typeof define === "function" && define.amd) { define(["exports", "three"], factory); } else if (typeof exports !== "undefined") { factory(exports, require("three")); } else { var mod = { exports: {} }; factory(mod.exports, global.three); global.VolumeSlice = mod.exports; } })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) { "use strict"; Object.defineProperty(_exports, "__esModule", { value: true }); _exports.VolumeSlice = VolumeSlice; /** * This class has been made to hold a slice of a volume data * @class * @param {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 Volume */ function VolumeSlice(volume, index, axis) { var slice = this; /** * @member {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 {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 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 */ } VolumeSlice.prototype = { constructor: VolumeSlice, /** * @member {Function} repaint Refresh the texture and the geometry if geometryNeedsUpdate is set to true * @memberof 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 Volume.extractPerpendicularPlane * @memberof 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.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; } }; });