whole_func_string: function mapCanvasToData() {
      for (let i = ijkBBox[0]; i < ijkBBox[1] + 1; i++) {
        for (let j = ijkBBox[2]; j < ijkBBox[3] + 1; j++) {
          for (let k = ijkBBox[4]; k < ijkBBox[5] + 1; k++) {
            // ijk to world
            // center of voxel
            let worldCoordinate = new THREE.Vector3(i, j, k).applyMatrix4(stack2._ijk2LPS);
            // world to screen coordinate
            let screenCoordinates = worldCoordinate.clone();
            screenCoordinates.project(camera);
  
            screenCoordinates.x = Math.round(((screenCoordinates.x + 1) * canvas.offsetWidth) / 2);
            screenCoordinates.y = Math.round(((-screenCoordinates.y + 1) * canvas.offsetHeight) / 2);
            screenCoordinates.z = 0;
  
            let pixel = context.getImageData(screenCoordinates.x, screenCoordinates.y, 1, 1).data;
            if (pixel[3] > 0 && i >= 0 && j >= 0 && k >= 0) {
              // find index and texture
              let voxelIndex = i + j * stack2._columns + k * stack2._rows * stack2._columns;
  
              let textureSize = 4096;
              let textureDimension = textureSize * textureSize;
  
              let rawDataIndex = ~~(voxelIndex / textureDimension);
              let inRawDataIndex = voxelIndex % textureDimension;
  
              // update value...
              let oldValue = stack2.rawData[rawDataIndex][inRawDataIndex];
              let newValue = cursor.value;
  
              if (oldValue != newValue) {
                // update raw data
                stack2.rawData[rawDataIndex][inRawDataIndex] = newValue;
  
                // update texture that is passed to shader
                textures2[rawDataIndex].image.data = stack2.rawData[rawDataIndex]; // tex;
                textures2[rawDataIndex].needsUpdate = true;
  
                // update stats
                editorStats[oldValue] -= 1;
                editorStats[newValue] += 1;
              }
            }
          }
        }
      }
    }
func_code_string: function mapCanvasToData() {
      for (let i = ijkBBox[0]; i < ijkBBox[1] + 1; i++) {
        for (let j = ijkBBox[2]; j < ijkBBox[3] + 1; j++) {
          for (let k = ijkBBox[4]; k < ijkBBox[5] + 1; k++) {
            // ijk to world
            // center of voxel
            let worldCoordinate = new THREE.Vector3(i, j, k).applyMatrix4(stack2._ijk2LPS);
            // world to screen coordinate
            let screenCoordinates = worldCoordinate.clone();
            screenCoordinates.project(camera);
  
            screenCoordinates.x = Math.round(((screenCoordinates.x + 1) * canvas.offsetWidth) / 2);
            screenCoordinates.y = Math.round(((-screenCoordinates.y + 1) * canvas.offsetHeight) / 2);
            screenCoordinates.z = 0;
  
            let pixel = context.getImageData(screenCoordinates.x, screenCoordinates.y, 1, 1).data;
            if (pixel[3] > 0 && i >= 0 && j >= 0 && k >= 0) {
              // find index and texture
              let voxelIndex = i + j * stack2._columns + k * stack2._rows * stack2._columns;
  
              let textureSize = 4096;
              let textureDimension = textureSize * textureSize;
  
              let rawDataIndex = ~~(voxelIndex / textureDimension);
              let inRawDataIndex = voxelIndex % textureDimension;
  
              // update value...
              let oldValue = stack2.rawData[rawDataIndex][inRawDataIndex];
              let newValue = cursor.value;
  
              if (oldValue != newValue) {
                // update raw data
                stack2.rawData[rawDataIndex][inRawDataIndex] = newValue;
  
                // update texture that is passed to shader
                textures2[rawDataIndex].image.data = stack2.rawData[rawDataIndex]; // tex;
                textures2[rawDataIndex].needsUpdate = true;
  
                // update stats
                editorStats[oldValue] -= 1;
                editorStats[newValue] += 1;
              }
            }
          }
        }
      }
    }
func_documentation_string: Loop through IJK BBox and see if voxel can be mapped to screen