copper3d 3.6.2 → 3.6.5

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Files changed (63) hide show
  1. package/dist/Loader/copperNrrdLoader.js +1 -1
  2. package/dist/Loader/copperNrrdLoader.js.map +1 -1
  3. package/dist/Scene/copperScene.d.ts +4 -4
  4. package/dist/Scene/copperScene.js +4 -4
  5. package/dist/Scene/copperScene.js.map +1 -1
  6. package/dist/Utils/segmentation/NrrdTools.d.ts +41 -2
  7. package/dist/Utils/segmentation/NrrdTools.js +30 -2
  8. package/dist/Utils/segmentation/NrrdTools.js.map +1 -1
  9. package/dist/Utils/segmentation/tools/AiAssistTool.d.ts +108 -5
  10. package/dist/Utils/segmentation/tools/AiAssistTool.js +408 -25
  11. package/dist/Utils/segmentation/tools/AiAssistTool.js.map +1 -1
  12. package/dist/Utils/surfaceAnnotation/MeshGraph.d.ts +12 -10
  13. package/dist/Utils/surfaceAnnotation/MeshGraph.js +14 -12
  14. package/dist/Utils/surfaceAnnotation/MeshGraph.js.map +1 -1
  15. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.d.ts +48 -28
  16. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js +76 -50
  17. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js.map +1 -1
  18. package/dist/Utils/surfaceAnnotation/annotationStore.d.ts +4 -4
  19. package/dist/Utils/surfaceAnnotation/annotationStore.js +4 -4
  20. package/dist/Utils/surfaceAnnotation/annotationStore.js.map +1 -1
  21. package/dist/Utils/surfaceAnnotation/contourRender.d.ts +1 -1
  22. package/dist/Utils/surfaceAnnotation/contourRender.js +16 -11
  23. package/dist/Utils/surfaceAnnotation/contourRender.js.map +1 -1
  24. package/dist/Utils/surfaceAnnotation/geodesicContour.d.ts +11 -10
  25. package/dist/Utils/surfaceAnnotation/geodesicContour.js +16 -15
  26. package/dist/Utils/surfaceAnnotation/geodesicContour.js.map +1 -1
  27. package/dist/Utils/surfaceAnnotation/pointMarkers.d.ts +3 -2
  28. package/dist/Utils/surfaceAnnotation/pointMarkers.js +6 -2
  29. package/dist/Utils/surfaceAnnotation/pointMarkers.js.map +1 -1
  30. package/dist/Utils/surfaceAnnotation/raycastSurface.d.ts +3 -2
  31. package/dist/Utils/surfaceAnnotation/raycastSurface.js +71 -5
  32. package/dist/Utils/surfaceAnnotation/raycastSurface.js.map +1 -1
  33. package/dist/Utils/surfaceAnnotation/strokeContour.d.ts +9 -6
  34. package/dist/Utils/surfaceAnnotation/strokeContour.js +15 -10
  35. package/dist/Utils/surfaceAnnotation/strokeContour.js.map +1 -1
  36. package/dist/Utils/surfaceAnnotation/types.d.ts +5 -5
  37. package/dist/Utils/surfaceAnnotation/types.js +2 -2
  38. package/dist/Utils/surfaceAnnotation/types.js.map +1 -1
  39. package/dist/Utils/texture2d.js +4 -2
  40. package/dist/Utils/texture2d.js.map +1 -1
  41. package/dist/Utils/workers/reformatSaveDataWorker.js +2 -2
  42. package/dist/Utils/workers/reformatSaveDataWorker.js.map +1 -1
  43. package/dist/bundle.esm.js +684 -157
  44. package/dist/bundle.umd.js +684 -157
  45. package/dist/index.d.ts +1 -1
  46. package/dist/index.js +9 -2
  47. package/dist/index.js.map +1 -1
  48. package/dist/lib/three-vignette.js +8 -2
  49. package/dist/lib/three-vignette.js.map +1 -1
  50. package/dist/types/Scene/copperScene.d.ts +4 -4
  51. package/dist/types/Utils/segmentation/NrrdTools.d.ts +41 -2
  52. package/dist/types/Utils/segmentation/tools/AiAssistTool.d.ts +108 -5
  53. package/dist/types/Utils/surfaceAnnotation/MeshGraph.d.ts +12 -10
  54. package/dist/types/Utils/surfaceAnnotation/SurfaceAnnotator.d.ts +48 -28
  55. package/dist/types/Utils/surfaceAnnotation/annotationStore.d.ts +4 -4
  56. package/dist/types/Utils/surfaceAnnotation/contourRender.d.ts +1 -1
  57. package/dist/types/Utils/surfaceAnnotation/geodesicContour.d.ts +11 -10
  58. package/dist/types/Utils/surfaceAnnotation/pointMarkers.d.ts +3 -2
  59. package/dist/types/Utils/surfaceAnnotation/raycastSurface.d.ts +3 -2
  60. package/dist/types/Utils/surfaceAnnotation/strokeContour.d.ts +9 -6
  61. package/dist/types/Utils/surfaceAnnotation/types.d.ts +5 -5
  62. package/dist/types/index.d.ts +1 -1
  63. package/package.json +2 -1
@@ -26,7 +26,7 @@ import type { SliceRenderHostDeps } from "./ToolHost";
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  /** Scratch volume key in maskData.volumes — kept OUT of image.layers so
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  * compositeAllLayers ignores it (we render it ourselves in start()). */
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  export declare const AI_SCRATCH_LAYER = "aiScratch";
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- export type AiPromptTool = "point" | "box" | "scribble";
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+ export type AiPromptTool = "point" | "box" | "scribble" | "lasso";
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  export interface AiPromptPoint {
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  x: number;
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  y: number;
@@ -48,6 +48,9 @@ export interface AiPromptPayload {
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  };
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  scribble?: AiPromptPoint[];
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  scribbleRadius?: number;
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+ /** Closed-contour lasso: ordered contour points (implicitly closed — the
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+ * backend connects the last point back to the first). One contour per gesture. */
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+ lasso?: AiPromptPoint[];
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  }
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  export interface AiMaskResult {
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  axis: "x" | "y" | "z";
@@ -73,29 +76,70 @@ export declare class AiAssistTool extends BaseTool {
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  private committedVol;
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  private promptTool;
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  private polarity;
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- /** Target channel/label (1-8) the AI paints into the "AI layer" channel. */
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- private channel;
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+ /** The label value (1-255) the AI currently paints into = the active Segmentation.
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+ * Each Segmentation is a label value in the single-channel scratch volume; its
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+ * colour lives in the volume's colorMap (set via setSegmentColor). */
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+ private activeLabel;
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  /** Scribble brush radius (px), user-adjustable via slider. */
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  private scribbleSize;
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  /** Accumulated prompts for the CURRENT slice; reset on slice/axis change. */
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  private points;
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  private scribble;
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+ /** Lasso contour sent to the backend (densified along the curve at finish). */
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+ private lasso;
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  private box;
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  private activeSlice;
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+ /** Placed lasso vertices (voxel + screen + polarity). Empty = not editing. */
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+ private lassoVerts;
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+ /** Undo / redo snapshot stacks of the vertex list (for Ctrl+Z / Ctrl+Y). */
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+ private lassoUndo;
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+ private lassoRedo;
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+ /** Index of the vertex currently hovered (shows a red ✕; click removes it). −1 = none. */
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+ private lassoHoverIdx;
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+ /** Screen-pixel radius for hit-testing a hovered vertex. */
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+ private static readonly LASSO_HIT_R;
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+ /** Double-click detection (a dbl-click finishes the lasso). */
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+ private lastLassoDownTime;
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+ private lastLassoDownPos;
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  private dragging;
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  private dragStart;
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  private dragScreenStart;
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  private dragScreen;
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  private screenScribble;
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  private hoverScreen;
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+ /** Hide the point seed markers once a prediction has painted (only the mask
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+ * should remain). A new point click re-shows them until its mask returns. */
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+ private hidePointMarkers;
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  /** Fired when a prompt gesture completes — app calls backend, then applyMask(). */
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  onPrompt: ((payload: AiPromptPayload) => void) | null;
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+ /** Fired whenever the lasso vertex set changes (add/delete/undo/redo/finish/cancel),
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+ * so the panel can reactively show the Finish button + vertex count. */
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+ onLassoChange: ((count: number, editing: boolean) => void) | null;
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  constructor(ctx: ToolContext, host: AiAssistHostDeps);
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  setPromptTool(tool: AiPromptTool): void;
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  setPolarity(label: number): void;
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  setScribbleSize(size: number): void;
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- setChannel(channel: number): void;
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- getChannel(): number;
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+ /** Select the active Segmentation by its label value (1-255). Switching starts a
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+ * fresh prompt set — otherwise accumulated prompts would be re-predicted and
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+ * repainted into the new label, recolouring the previous segmentation's region. */
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+ setActiveSegment(label: number): void;
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+ getActiveLabel(): number;
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+ /** Set a Segmentation's colour (its label's entry in the scratch volume colorMap).
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+ * The 2D overlay repaints next frame (copper3d's render loop re-reads the map). */
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+ setSegmentColor(label: number, color: {
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+ r: number;
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+ g: number;
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+ b: number;
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+ a: number;
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+ }): void;
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+ /** "New segmentation": freeze the current regions (so they persist) and switch to
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+ * a fresh label, exactly like the old "New region" but targeting a new label. */
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+ newSegment(label: number): void;
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+ /** Delete a Segmentation: erase every voxel painted with its label from BOTH the
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+ * live scratch and the frozen (committed) volume, so the region disappears from
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+ * the view (otherwise orphaned label voxels would render with the wrong colour).
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+ * Goes via setRawData so the volume's version counter bumps (overlay repaints). */
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+ clearSegment(label: number): void;
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  getScratchVolume(): MaskVolume | null;
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  /** Serialize the scratch volume as per-z-slice RLE (only NON-empty slices),
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  * for persisting to ai_generated_nii_LPS on the backend. Binary (any channel →
@@ -111,6 +155,22 @@ export declare class AiAssistTool extends BaseTool {
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  rle: number[];
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  }[];
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  } | null;
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+ /** Per-SEGMENTATION serialization for the 3D build: one binary RLE per non-empty
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+ * z-slice PER label (no binarize-merge), so the backend writes a multi-label
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+ * NIfTI and colours the GLB per segmentation. Includes both live and frozen
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+ * regions (both live in scratchVol). */
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+ getScratchSegments(): {
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+ axis: "z";
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+ width: number;
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+ height: number;
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+ segments: {
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+ label: number;
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+ slices: {
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+ sliceIndex: number;
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+ rle: number[];
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+ }[];
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+ }[];
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+ } | null;
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  /** Create (or reuse) the scratch volume sized to the layer grid and register
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  * it under maskData.volumes['aiScratch']. Snapshots the empty buffer. */
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  enter(): void;
@@ -126,21 +186,64 @@ export declare class AiAssistTool extends BaseTool {
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  /** Clear the in-progress prompt set (e.g. slice/axis change). Does NOT freeze —
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  * use commitRegion() for the "New region" action. */
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  resetPrompts(): void;
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+ /** Drop the in-progress lasso vertices + undo/redo history (does not touch a
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+ * prediction already painted from a finished lasso). */
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+ private clearLassoEditing;
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+ /** Tell the app layer the lasso vertex set changed (drives the Finish button). */
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+ private notifyLasso;
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  /** Voxel-slice (width,height) for the current axis. */
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  private sliceDims;
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  /** Screen offset → voxel-slice (vx,vy) for the current axis. */
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  private toVoxel;
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+ /** Voxel-slice (vx,vy) → screen offset (px). Exact inverse of toVoxel, so
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+ * markers / lasso curves drawn from voxel coords track pan AND zoom each frame
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+ * (the freehand previews store screen px directly; persistent overlays don't). */
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+ private voxelToScreen;
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  onPointerDown(e: MouseEvent): void;
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+ /** Lasso click: double-click finishes; click on a vertex deletes it; otherwise
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+ * add a vertex. Nothing is sent to the backend until finishLasso(). */
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+ private onLassoPointerDown;
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  onPointerMove(e: MouseEvent): void;
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  onPointerUp(_e: MouseEvent): void;
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  /** Reset the accumulated prompt set when the user scrubs to a new slice. */
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  private syncSlice;
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  private emit;
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+ /** Index of the lasso vertex under (sx,sy) within the hit radius, else −1.
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+ * Uses live voxel→screen so it tracks pan/zoom. Topmost (latest) wins. */
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+ private lassoVertAt;
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+ /** Snapshot the vertex list for undo (clears redo). */
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+ private pushLassoUndo;
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+ /** Public: undo the last add/delete of a lasso vertex (Ctrl+Z while editing). */
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+ lassoUndoAction(): void;
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+ /** Public: redo (Ctrl+Y / Ctrl+Shift+Z while editing). */
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+ lassoRedoAction(): void;
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+ /** Public: abandon the in-progress lasso (Esc). */
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+ cancelLasso(): void;
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+ /** Public: true while the user is placing lasso vertices (≥1 vertex). */
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+ isLassoEditing(): boolean;
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+ /** Public: number of placed lasso vertices (drives the Finish button label/enable). */
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+ getLassoVertCount(): number;
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+ /** Vertices ordered by polar angle around their centroid, so the closed curve is
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+ * a SIMPLE (non-self-intersecting) loop regardless of click order — otherwise
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+ * connecting points in click order + closing easily produces a bow-tie crossing.
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+ * Trade-off: deep concavities collapse to their star-shaped hull, which is fine
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+ * for a "rough loop around a blob". */
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+ private orderedLassoVerts;
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+ /** Public: close the curve, densify it, and send it to the backend as the lasso
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+ * contour. Needs ≥3 vertices (a real area). Then clears the editing state. */
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+ finishLasso(): void;
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+ /** Sample a smooth CLOSED Catmull-Rom spline through `pts` → denser polyline.
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+ * `segs` samples per control-point span. <3 pts → returns a copy unchanged. */
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+ private sampleClosedSpline;
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  applyMask(result: AiMaskResult): void;
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  /** Merge one RLE-encoded predicted slice into the scratch volume at sliceIndex.
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  * Predicted pixels → current channel; stale current-channel pixels cleared
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  * UNLESS they belong to a frozen (committed) region; OTHER channels preserved. */
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  private applySliceRle;
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  renderOverlay(targetCtx: CanvasRenderingContext2D): void;
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+ /** A seed marker (small filled dot + ring) for point prompts. */
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+ private drawSeedMarker;
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+ /** Render the lasso editing overlay (curve + fill + vertices + hover ✕). */
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+ private renderLassoOverlay;
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  }
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  export {};