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50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 50x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 3x 49x 49x 49x 49x 49x 3x 3x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 5x 1215x 81x 81x 81x 180x 180x 34x 146x 180x 180x 180x 34x 34x 34x 146x 146x 146x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 11x 1x 3x 3x 3x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 50x 50x 50x 5x 5x 5x 5x 5x 920x 597x 323x 559x 274x 285x 656x 1968x 656x 656x 656x 656x 656x 656x 656x 325x 325x 325x 325x 325x 325x 325x 323x 323x 323x 323x 323x 323x 323x 323x 323x 323x 323x 323x 323x 323x 323x 285x 285x 285x 285x 285x 285x 285x 285x 285x 285x 285x 285x 285x 285x 285x 14x 5x 1545x 64x 64x 64x 3963x 3963x 981x 981x 981x 981x 49x 49x 49x 49x 49x 49x 49x 49x 49x 49x 82x 82x 82x 34x 34x 34x 34x 34x 1x 1x 1x 1x 1x 1x 1x 1x 137x 137x 137x 137x 137x 137x 137x 137x 137x | import vtkDataArray from '@kitware/vtk.js/Common/Core/DataArray'; import vtkImageData from '@kitware/vtk.js/Common/DataModel/ImageData'; import type { vtkImageData as vtkImageDataType } from '@kitware/vtk.js/Common/DataModel/ImageData'; import _cloneDeep from 'lodash.clonedeep'; import vtkCamera from '@kitware/vtk.js/Rendering/Core/Camera'; import { vec2, vec3, mat4 } from 'gl-matrix'; import vtkImageMapper from '@kitware/vtk.js/Rendering/Core/ImageMapper'; import vtkImageSlice from '@kitware/vtk.js/Rendering/Core/ImageSlice'; import vtkColorTransferFunction from '@kitware/vtk.js/Rendering/Core/ColorTransferFunction'; import * as metaData from '../metaData'; import Viewport from './Viewport'; import eventTarget from '../eventTarget'; import Events from '../enums/Events'; import { triggerEvent, isEqual, invertRgbTransferFunction, windowLevel as windowLevelUtil, imageIdToURI, isImageActor, actorIsA, } from '../utilities'; import { Point2, Point3, VOIRange, ICamera, IImage, IImageData, CPUIImageData, PTScaling, Scaling, StackViewportProperties, FlipDirection, ActorEntry, CPUFallbackEnabledElement, CPUFallbackColormapData, EventTypes, IStackViewport, VolumeActor, Mat3, } from '../types'; import { ViewportInput } from '../types/IViewport'; import drawImageSync from './helpers/cpuFallback/drawImageSync'; import { getColormap } from './helpers/cpuFallback/colors/index'; import { loadAndCacheImage } from '../loaders/imageLoader'; import imageLoadPoolManager from '../requestPool/imageLoadPoolManager'; import InterpolationType from '../enums/InterpolationType'; import canvasToPixel from './helpers/cpuFallback/rendering/canvasToPixel'; import pixelToCanvas from './helpers/cpuFallback/rendering/pixelToCanvas'; import getDefaultViewport from './helpers/cpuFallback/rendering/getDefaultViewport'; import calculateTransform from './helpers/cpuFallback/rendering/calculateTransform'; import resize from './helpers/cpuFallback/rendering/resize'; import resetCamera from './helpers/cpuFallback/rendering/resetCamera'; import { Transform } from './helpers/cpuFallback/rendering/transform'; import { getShouldUseCPURendering } from '../init'; import RequestType from '../enums/RequestType'; import { StackViewportNewStackEventDetail, StackViewportScrollEventDetail, VoiModifiedEventDetail, } from '../types/EventTypes'; import cache from '../cache'; import correctShift from './helpers/cpuFallback/rendering/correctShift'; import { ImageActor } from '../types/IActor'; import isRgbaSourceRgbDest from './helpers/isRgbaSourceRgbDest'; const EPSILON = 1; // Slice Thickness interface ImagePixelModule { bitsAllocated: number; bitsStored: number; samplesPerPixel: number; highBit: number; photometricInterpretation: string; pixelRepresentation: string; windowWidth: number; windowCenter: number; modality: string; } interface ImageDataMetaData { bitsAllocated: number; numComps: number; origin: Point3; direction: Mat3; dimensions: Point3; spacing: Point3; numVoxels: number; imagePlaneModule: unknown; imagePixelModule: ImagePixelModule; } interface ImagePlaneModule { columnCosines?: Point3; columnPixelSpacing?: number; imageOrientationPatient?: Float32Array; imagePositionPatient?: Point3; pixelSpacing?: Point2; rowCosines?: Point3; rowPixelSpacing?: number; sliceLocation?: number; sliceThickness?: number; frameOfReferenceUID: string; columns: number; rows: number; } // TODO This needs to be exposed as its published to consumers. type CalibrationEvent = { rowScale: number; columnScale: number; }; /** * An object representing a single stack viewport, which is a camera * looking into an internal viewport, and an associated target output `canvas`. * * StackViewports can be rendered using both GPU and a fallback CPU is the GPU * is not available (or low performance). Read more about StackViewports in * the documentation section of this website. */ class StackViewport extends Viewport implements IStackViewport { private imageIds: Array<string>; // current imageIdIndex that is rendered in the viewport private currentImageIdIndex: number; // the imageIdIndex that is targeted to be loaded with scrolling but has not initiated loading yet private targetImageIdIndex: number; // setTimeout if the image is debounced to be loaded private debouncedTimeout: number; // Viewport Properties private voiRange: VOIRange; private initialVOIRange: VOIRange; private invert = false; private interpolationType: InterpolationType; // Helpers private _imageData: vtkImageDataType; private cameraFocalPointOnRender: Point3; // we use focalPoint since flip manipulates the position and makes it useless to track private stackInvalidated = false; // if true -> new actor is forced to be created for the stack private voiApplied = false; private rotationCache = 0; private _publishCalibratedEvent = false; private _calibrationEvent: CalibrationEvent; private _cpuFallbackEnabledElement?: CPUFallbackEnabledElement; // CPU fallback private useCPURendering: boolean; private cpuImagePixelData: number[]; private cpuRenderingInvalidated: boolean; private csImage: IImage; // TODO: These should not be here and will be nuked public modality: string; // this is needed for tools public scaling: Scaling; // Camera properties private initialViewUp: Point3; /** * Constructor for the StackViewport class * @param props - ViewportInput */ constructor(props: ViewportInput) { super(props); this.scaling = {}; this.modality = null; this.useCPURendering = getShouldUseCPURendering(); if (this.useCPURendering) { this._cpuFallbackEnabledElement = { canvas: this.canvas, renderingTools: {}, transform: new Transform(), viewport: {}, }; } else { const renderer = this.getRenderer(); const camera = vtkCamera.newInstance(); renderer.setActiveCamera(camera); const viewPlaneNormal = <Point3>[0, 0, -1]; this.initialViewUp = <Point3>[0, -1, 0]; camera.setDirectionOfProjection( -viewPlaneNormal[0], -viewPlaneNormal[1], -viewPlaneNormal[2] ); camera.setViewUp(...this.initialViewUp); camera.setParallelProjection(true); camera.setThicknessFromFocalPoint(0.1); // @ts-ignore: vtkjs incorrect typing camera.setFreezeFocalPoint(true); } this.imageIds = []; this.currentImageIdIndex = 0; this.targetImageIdIndex = 0; this.cameraFocalPointOnRender = [0, 0, 0]; this.resetCamera(); this.initializeElementDisabledHandler(); } static get useCustomRenderingPipeline(): boolean { return getShouldUseCPURendering(); } private initializeElementDisabledHandler() { eventTarget.addEventListener( Events.ELEMENT_DISABLED, function elementDisabledHandler() { clearTimeout(this.debouncedTimeout); eventTarget.removeEventListener( Events.ELEMENT_DISABLED, elementDisabledHandler ); } ); } /** * Resizes the viewport - only used in CPU fallback for StackViewport. The * GPU resizing happens inside the RenderingEngine. */ public resize = (): void => { // GPU viewport resize is handled inside the RenderingEngine if (this.useCPURendering) { this._resizeCPU(); } }; /** * Returns the image and its properties that is being shown inside the * stack viewport. It returns, the image dimensions, image direction, * image scalar data, vtkImageData object, metadata, and scaling (e.g., PET suvbw) * * @returns IImageData: dimensions, direction, scalarData, vtkImageData, metadata, scaling */ public getImageData(): IImageData | CPUIImageData { if (this.useCPURendering) { return this.getImageDataCPU(); } else { return this.getImageDataGPU(); } } private _resizeCPU = (): void => { if (this._cpuFallbackEnabledElement.viewport) { resize(this._cpuFallbackEnabledElement); } }; private getImageDataGPU(): IImageData | undefined { const defaultActor = this.getDefaultActor(); if (!defaultActor) { return; } Iif (!isImageActor(defaultActor)) { return; } const { actor } = defaultActor; const vtkImageData = actor.getMapper().getInputData(); return { dimensions: vtkImageData.getDimensions(), spacing: vtkImageData.getSpacing(), origin: vtkImageData.getOrigin(), direction: vtkImageData.getDirection(), scalarData: vtkImageData.getPointData().getScalars().getData(), imageData: actor.getMapper().getInputData(), metadata: { Modality: this.modality }, scaling: this.scaling, hasPixelSpacing: this.hasPixelSpacing, preScale: { ...this.csImage.preScale, }, }; } private getImageDataCPU(): CPUIImageData | undefined { const { metadata } = this._cpuFallbackEnabledElement; const spacing = metadata.spacing; return { dimensions: metadata.dimensions, spacing, origin: metadata.origin, direction: metadata.direction, metadata: { Modality: this.modality }, scaling: this.scaling, imageData: { getDirection: () => metadata.direction, getDimensions: () => metadata.dimensions, getScalarData: () => this.cpuImagePixelData, getSpacing: () => spacing, worldToIndex: (point: Point3) => { const canvasPoint = this.worldToCanvasCPU(point); const pixelCoord = canvasToPixel( this._cpuFallbackEnabledElement, canvasPoint ); return [pixelCoord[0], pixelCoord[1], 0]; }, indexToWorld: (point: Point3) => { const canvasPoint = pixelToCanvas(this._cpuFallbackEnabledElement, [ point[0], point[1], ]); return this.canvasToWorldCPU(canvasPoint); }, }, scalarData: this.cpuImagePixelData, hasPixelSpacing: this.hasPixelSpacing, preScale: { ...this.csImage.preScale, }, }; } /** * Returns the frame of reference UID, if the image doesn't have imagePlaneModule * metadata, it returns undefined, otherwise, frameOfReferenceUID is returned. * @returns frameOfReferenceUID : string representing frame of reference id */ public getFrameOfReferenceUID = (): string | undefined => { // Get the current image that is displayed in the viewport const imageId = this.getCurrentImageId(); if (!imageId) { return; } // Use the metadata provider to grab its imagePlaneModule metadata const imagePlaneModule = metaData.get('imagePlaneModule', imageId); // If nothing exists, return undefined Iif (!imagePlaneModule) { return; } // Otherwise, provide the FrameOfReferenceUID so we can map // annotations made on VolumeViewports back to StackViewports // and vice versa return imagePlaneModule.frameOfReferenceUID; }; /** * Creates imageMapper based on the provided vtkImageData and also creates * the imageSliceActor and connects it to the imageMapper. * For color stack images, it sets the independent components to be false which * is required in vtk. * * @param imageData - vtkImageData for the viewport * @returns actor vtkActor */ private createActorMapper = (imageData) => { const mapper = vtkImageMapper.newInstance(); mapper.setInputData(imageData); const actor = vtkImageSlice.newInstance(); // @ts-ignore: vtkjs incorrect typing actor.setMapper(mapper); if (imageData.getPointData().getNumberOfComponents() > 1) { // @ts-ignore: vtkjs incorrect typing actor.getProperty().setIndependentComponents(false); } return actor; }; /** * Retrieves the metadata from the metadata provider, and optionally adds the * scaling to the viewport if modality is PET and scaling metadata is provided. * * @param imageId - a string representing the imageId for the image * @returns imagePlaneModule and imagePixelModule containing the metadata for the image */ private buildMetadata(imageId: string) { const { pixelRepresentation, bitsAllocated, bitsStored, highBit, photometricInterpretation, samplesPerPixel, } = metaData.get('imagePixelModule', imageId); const voiLutModule = metaData.get('voiLutModule', imageId); let windowWidth, windowCenter; Eif (voiLutModule) { ({ windowWidth, windowCenter } = voiLutModule); Iif (Array.isArray(windowWidth)) { windowWidth = windowWidth[0]; } Iif (Array.isArray(windowCenter)) { windowCenter = windowCenter[0]; } } const { modality } = metaData.get('generalSeriesModule', imageId); const imageIdScalingFactor = metaData.get('scalingModule', imageId); if (modality === 'PT' && imageIdScalingFactor) { this._addScalingToViewport(imageIdScalingFactor); } // todo: some tools rely on the modality this.modality = modality; let imagePlaneModule = this._getImagePlaneModule(imageId); // Todo: for now, it gives error for getImageData if (!this.useCPURendering) { imagePlaneModule = this.calibrateIfNecessary(imageId, imagePlaneModule); } return { imagePlaneModule, imagePixelModule: { bitsAllocated, bitsStored, samplesPerPixel, highBit, photometricInterpretation, pixelRepresentation, windowWidth, windowCenter, modality, }, }; } /** * Checks the metadataProviders to see if a calibratedPixelSpacing is * given. If so, checks the actor to see if it needs to be modified, and * set the flags for imageCalibration if a new actor needs to be created * * @param imageId - imageId * @param imagePlaneModule - imagePlaneModule * @returns modified imagePlaneModule with the calibrated spacings */ private calibrateIfNecessary(imageId, imagePlaneModule) { const calibratedPixelSpacing = metaData.get( 'calibratedPixelSpacing', imageId ); if (!calibratedPixelSpacing) { return imagePlaneModule; } const [calibratedRowSpacing, calibratedColumnSpacing] = calibratedPixelSpacing; // Todo: This is necessary in general, but breaks an edge case when an image // is calibrated to some other spacing, and it gets calibrated BACK to the // original spacing. Iif ( imagePlaneModule.rowPixelSpacing === calibratedRowSpacing && imagePlaneModule.columnPixelSpacing === calibratedColumnSpacing ) { return imagePlaneModule; } // Check if there is already an actor const imageDataMetadata = this.getImageData(); // If no actor (first load) and calibration matches the dicom header Iif ( !imageDataMetadata && imagePlaneModule.rowPixelSpacing === calibratedRowSpacing && imagePlaneModule.columnPixelSpacing === calibratedColumnSpacing ) { return imagePlaneModule; } // If no actor (first load) and calibration doesn't match headers // -> needs calibration if ( !imageDataMetadata && (imagePlaneModule.rowPixelSpacing !== calibratedRowSpacing || imagePlaneModule.columnPixelSpacing !== calibratedColumnSpacing) ) { this._publishCalibratedEvent = true; this._calibrationEvent = <CalibrationEvent>{ rowScale: calibratedRowSpacing / imagePlaneModule.rowPixelSpacing, columnScale: calibratedColumnSpacing / imagePlaneModule.columnPixelSpacing, }; // modify imagePlaneModule for actor to use calibrated spacing imagePlaneModule.rowPixelSpacing = calibratedRowSpacing; imagePlaneModule.columnPixelSpacing = calibratedColumnSpacing; return imagePlaneModule; } // If there is already an actor, check if calibration is needed for the current actor const { imageData } = imageDataMetadata; const [columnPixelSpacing, rowPixelSpacing] = imageData.getSpacing(); imagePlaneModule.rowPixelSpacing = calibratedRowSpacing; imagePlaneModule.columnPixelSpacing = calibratedColumnSpacing; // If current actor spacing matches the calibrated spacing Iif ( rowPixelSpacing === calibratedRowSpacing && columnPixelSpacing === calibratedPixelSpacing ) { // No calibration is required return imagePlaneModule; } // Calibration is required this._publishCalibratedEvent = true; this._calibrationEvent = <CalibrationEvent>{ rowScale: calibratedRowSpacing / rowPixelSpacing, columnScale: calibratedColumnSpacing / columnPixelSpacing, }; return imagePlaneModule; } /** * Sets the properties for the viewport on the default actor. Properties include * setting the VOI, inverting the colors and setting the interpolation type, rotation * @param voiRange - Sets the lower and upper voi * @param invert - Inverts the colors * @param interpolationType - Changes the interpolation type (1:linear, 0: nearest) * @param rotation - image rotation in degrees */ public setProperties( { voiRange, invert, interpolationType, rotation, }: StackViewportProperties = {}, suppressEvents = false ): void { // if voi is not applied for the first time, run the setVOI function // which will apply the default voi if (typeof voiRange !== 'undefined' || !this.voiApplied) { this.setVOI(voiRange, suppressEvents); } if (typeof invert !== 'undefined') { this.setInvertColor(invert); } if (typeof interpolationType !== 'undefined') { this.setInterpolationType(interpolationType); } if (typeof rotation !== 'undefined') { if (this.rotationCache !== rotation) { this.setRotation(this.rotationCache, rotation); } } } /** * Retrieve the viewport properties * @returns viewport properties including voi, invert, interpolation type, rotation, flip */ public getProperties = (): StackViewportProperties => { return { voiRange: this.voiRange, rotation: this.rotationCache, interpolationType: this.interpolationType, invert: this.invert, }; }; /** * Reset the viewport properties to the default values */ public resetProperties(): void { this.cpuRenderingInvalidated = true; this.fillWithBackgroundColor(); Iif (this.useCPURendering) { this._cpuFallbackEnabledElement.renderingTools = {}; } this._resetProperties(); this.render(); } /** * If the user has selected CPU rendering, return the CPU camera, otherwise * return the default camera * @returns The camera object. */ public getCamera(): ICamera { if (this.useCPURendering) { return this.getCameraCPU(); } else { return super.getCamera(); } } /** * Set the camera based on the provided camera object. * @param cameraInterface - The camera interface that will be used to * render the scene. */ public setCamera( cameraInterface: ICamera, storeAsInitialCamera = false ): void { Iif (this.useCPURendering) { this.setCameraCPU(cameraInterface); } else { super.setCamera(cameraInterface, storeAsInitialCamera); } } private _resetProperties() { // to force the default voi to be applied on the next render this.voiApplied = false; this.setProperties({ voiRange: this.initialVOIRange, rotation: 0, interpolationType: InterpolationType.LINEAR, invert: false, }); } private _setPropertiesFromCache(): void { const suppressEvents = true; this.setProperties( { voiRange: this.voiRange, rotation: this.rotation, interpolationType: this.interpolationType, invert: this.invert, }, suppressEvents ); } private getCameraCPU(): Partial<ICamera> { const { metadata, viewport } = this._cpuFallbackEnabledElement; const { direction } = metadata; // focalPoint and position of CPU camera is just a placeholder since // tools need focalPoint to be defined const viewPlaneNormal = direction.slice(6, 9).map((x) => -x) as Point3; let viewUp = direction.slice(3, 6).map((x) => -x) as Point3; // If camera is rotated, we need the correct rotated viewUp along the // viewPlaneNormal vector if (this.rotation) { const rotationMatrix = mat4.fromRotation( mat4.create(), (this.rotation * Math.PI) / 180, viewPlaneNormal ); viewUp = vec3.transformMat4( vec3.create(), viewUp, rotationMatrix ) as Point3; } const canvasCenter: Point2 = [ this.element.clientWidth / 2, this.element.clientHeight / 2, ]; // Focal point is the center of the canvas in world coordinate by construction const canvasCenterWorld = this.canvasToWorld(canvasCenter); // parallel scale is half of the viewport height in the world units (mm) const topLeftWorld = this.canvasToWorld([0, 0]); const bottomLeftWorld = this.canvasToWorld([0, this.element.clientHeight]); const parallelScale = vec3.distance(topLeftWorld, bottomLeftWorld) / 2; return { parallelProjection: true, focalPoint: canvasCenterWorld, position: [0, 0, 0], parallelScale, scale: viewport.scale, viewPlaneNormal: [ viewPlaneNormal[0], viewPlaneNormal[1], viewPlaneNormal[2], ], viewUp: [viewUp[0], viewUp[1], viewUp[2]], flipHorizontal: this.flipHorizontal, flipVertical: this.flipVertical, }; } private setCameraCPU(cameraInterface: ICamera): void { const { viewport, image } = this._cpuFallbackEnabledElement; const previousCamera = this.getCameraCPU(); const { focalPoint, parallelScale, scale, flipHorizontal, flipVertical } = cameraInterface; const { clientHeight } = this.element; if (focalPoint) { const focalPointCanvas = this.worldToCanvasCPU(focalPoint); const focalPointPixel = canvasToPixel( this._cpuFallbackEnabledElement, focalPointCanvas ); const prevFocalPointCanvas = this.worldToCanvasCPU( previousCamera.focalPoint ); const prevFocalPointPixel = canvasToPixel( this._cpuFallbackEnabledElement, prevFocalPointCanvas ); const deltaPixel = vec2.create(); vec2.subtract( deltaPixel, vec2.fromValues(focalPointPixel[0], focalPointPixel[1]), vec2.fromValues(prevFocalPointPixel[0], prevFocalPointPixel[1]) ); const shift = correctShift( { x: deltaPixel[0], y: deltaPixel[1] }, viewport ); viewport.translation.x -= shift.x; viewport.translation.y -= shift.y; } if (parallelScale) { // We need to convert he parallelScale which has a physical meaning to // camera scale factor (since CPU works with scale). Since parallelScale represents // half of the height of the viewport in the world unit (mm), we can use that // to compute the scale factor which is the ratio of the viewport height in pixels // to the current rendered image height. const { rowPixelSpacing } = image; const scale = (clientHeight * rowPixelSpacing * 0.5) / parallelScale; viewport.scale = scale; viewport.parallelScale = parallelScale; } if (scale) { const { rowPixelSpacing } = image; viewport.scale = scale; viewport.parallelScale = (clientHeight * rowPixelSpacing * 0.5) / scale; } if (flipHorizontal !== undefined || flipVertical !== undefined) { this.setFlipCPU({ flipHorizontal, flipVertical }); } // re-calculate the transforms this._cpuFallbackEnabledElement.transform = calculateTransform( this._cpuFallbackEnabledElement ); const eventDetail: EventTypes.CameraModifiedEventDetail = { previousCamera, camera: this.getCamera(), element: this.element, viewportId: this.id, renderingEngineId: this.renderingEngineId, rotation: this.rotation, }; triggerEvent(this.element, Events.CAMERA_MODIFIED, eventDetail); } private setFlipCPU({ flipHorizontal, flipVertical }: FlipDirection): void { const { viewport } = this._cpuFallbackEnabledElement; if (flipHorizontal !== undefined) { viewport.hflip = flipHorizontal; this.flipHorizontal = viewport.hflip; } if (flipVertical !== undefined) { viewport.vflip = flipVertical; this.flipVertical = viewport.vflip; } } private setVOI(voiRange: VOIRange, suppressEvents?: boolean): void { if (this.useCPURendering) { this.setVOICPU(voiRange, suppressEvents); return; } this.setVOIGPU(voiRange, suppressEvents); } private setRotation(rotationCache: number, rotation: number): void { const previousCamera = this.getCamera(); if (this.useCPURendering) { this.setRotationCPU(rotationCache, rotation); } else { this.setRotationGPU(rotationCache, rotation); } // New camera after rotation const camera = this.getCamera(); const eventDetail: EventTypes.CameraModifiedEventDetail = { previousCamera, camera, element: this.element, viewportId: this.id, renderingEngineId: this.renderingEngineId, rotation: this.rotation, }; triggerEvent(this.element, Events.CAMERA_MODIFIED, eventDetail); } private setInterpolationType(interpolationType: InterpolationType): void { if (this.useCPURendering) { this.setInterpolationTypeCPU(interpolationType); return; } this.setInterpolationTypeGPU(interpolationType); } private setInvertColor(invert: boolean): void { if (this.useCPURendering) { this.setInvertColorCPU(invert); return; } this.setInvertColorGPU(invert); } private setRotationCPU(rotationCache: number, rotation: number): void { const { viewport } = this._cpuFallbackEnabledElement; viewport.rotation = rotation; this.rotationCache = rotation; this.rotation = rotation; } private setRotationGPU(rotationCache: number, rotation: number): void { // Moving back to zero rotation, for new scrolled slice rotation is 0 after camera reset this.getVtkActiveCamera().roll(rotationCache); // rotating camera to the new value this.getVtkActiveCamera().roll(-rotation); this.rotationCache = rotation; this.rotation = rotation; } private setInterpolationTypeGPU(interpolationType: InterpolationType): void { const defaultActor = this.getDefaultActor(); if (!defaultActor) { return; } Iif (!isImageActor(defaultActor)) { return; } const { actor } = defaultActor; const volumeProperty = actor.getProperty(); // @ts-ignore volumeProperty.setInterpolationType(interpolationType); this.interpolationType = interpolationType; } private setInterpolationTypeCPU(interpolationType: InterpolationType): void { const { viewport } = this._cpuFallbackEnabledElement; Eif (interpolationType === InterpolationType.LINEAR) { viewport.pixelReplication = false; } else { viewport.pixelReplication = true; } this.interpolationType = interpolationType; } private setInvertColorCPU(invert: boolean): void { const { viewport } = this._cpuFallbackEnabledElement; Iif (!viewport) { return; } viewport.invert = invert; this.invert = invert; } private setInvertColorGPU(invert: boolean): void { const defaultActor = this.getDefaultActor(); if (!defaultActor) { return; } Iif (!isImageActor(defaultActor)) { return; } // Duplicated logic to make sure typescript stops complaining // about vtkActor not having the correct property Iif (actorIsA(defaultActor, 'vtkVolume')) { const volumeActor = defaultActor.actor as VolumeActor; const tfunc = volumeActor.getProperty().getRGBTransferFunction(0); if ((!this.invert && invert) || (this.invert && !invert)) { invertRgbTransferFunction(tfunc); } this.invert = invert; } else Eif (actorIsA(defaultActor, 'vtkImageSlice')) { const imageSliceActor = defaultActor.actor as vtkImageSlice; const tfunc = imageSliceActor.getProperty().getRGBTransferFunction(0); if ((!this.invert && invert) || (this.invert && !invert)) { invertRgbTransferFunction(tfunc); } this.invert = invert; } } private setVOICPU(voiRange: VOIRange, suppressEvents?: boolean): void { const { viewport, image } = this._cpuFallbackEnabledElement; if (!viewport || !image) { return; } if (typeof voiRange === 'undefined') { const { windowWidth: ww, windowCenter: wc } = image; const wwToUse = Array.isArray(ww) ? ww[0] : ww; const wcToUse = Array.isArray(wc) ? wc[0] : wc; viewport.voi = { windowWidth: wwToUse, windowCenter: wcToUse, }; const { lower, upper } = windowLevelUtil.toLowHighRange(wwToUse, wcToUse); voiRange = { lower, upper }; } else { const { lower, upper } = voiRange; const { windowCenter, windowWidth } = windowLevelUtil.toWindowLevel( lower, upper ); Iif (!viewport.voi) { viewport.voi = { windowWidth: 0, windowCenter: 0, }; } viewport.voi.windowWidth = windowWidth; viewport.voi.windowCenter = windowCenter; } this.voiApplied = true; this.voiRange = voiRange; const eventDetail: VoiModifiedEventDetail = { viewportId: this.id, range: voiRange, }; Eif (!suppressEvents) { triggerEvent(this.element, Events.VOI_MODIFIED, eventDetail); } } private setVOIGPU(voiRange: VOIRange, suppressEvents?: boolean): void { const defaultActor = this.getDefaultActor(); if (!defaultActor) { return; } Iif (!isImageActor(defaultActor)) { return; } const { actor } = defaultActor; const imageActor = actor as ImageActor; let voiRangeToUse = voiRange; if (typeof voiRangeToUse === 'undefined') { const imageData = imageActor.getMapper().getInputData(); const range = imageData.getPointData().getScalars().getRange(); voiRangeToUse = { lower: range[0], upper: range[1] }; } const { windowWidth, windowCenter } = windowLevelUtil.toWindowLevel( voiRangeToUse.lower, voiRangeToUse.upper ); imageActor.getProperty().setColorWindow(windowWidth); imageActor.getProperty().setColorLevel(windowCenter); this.voiApplied = true; this.voiRange = voiRangeToUse; if (!suppressEvents) { const eventDetail: VoiModifiedEventDetail = { viewportId: this.id, range: voiRangeToUse, }; triggerEvent(this.element, Events.VOI_MODIFIED, eventDetail); } } /** * Adds scaling parameters to the viewport to be used along all slices * * @param imageIdScalingFactor - suvbw, suvlbm, suvbsa */ private _addScalingToViewport(imageIdScalingFactor) { if (!this.scaling.PET) { // These ratios are constant across all frames, so only need one. const { suvbw, suvlbm, suvbsa } = imageIdScalingFactor; const petScaling = <PTScaling>{}; Eif (suvlbm) { petScaling.suvbwToSuvlbm = suvlbm / suvbw; } Eif (suvbsa) { petScaling.suvbwToSuvbsa = suvbsa / suvbw; } this.scaling.PET = petScaling; } } /** * Calculates number of components based on the dicom metadata * * @param photometricInterpretation - string dicom tag * @returns number representing number of components */ private _getNumCompsFromPhotometricInterpretation( photometricInterpretation: string ): number { // TODO: this function will need to have more logic later // see http://dicom.nema.org/medical/Dicom/current/output/chtml/part03/sect_C.7.6.3.html#sect_C.7.6.3.1.2 let numberOfComponents = 1; if ( photometricInterpretation === 'RGB' || photometricInterpretation.indexOf('YBR') !== -1 || photometricInterpretation === 'PALETTE COLOR' ) { numberOfComponents = 3; } return numberOfComponents; } /** * Calculates image metadata based on the image object. It calculates normal * axis for the images, and output image metadata * * @param image - stack image containing cornerstone image * @returns image metadata: bitsAllocated, number of components, origin, * direction, dimensions, spacing, number of voxels. */ private _getImageDataMetadata(image: IImage): ImageDataMetaData { // TODO: Creating a single image should probably not require a metadata provider. // We should define the minimum we need to display an image and it should live on // the Image object itself. Additional stuff (e.g. pixel spacing, direction, origin, etc) // should be optional and used if provided through a metadata provider. const { imagePlaneModule, imagePixelModule } = this.buildMetadata( image.imageId ); let rowCosines, columnCosines; rowCosines = <Point3>imagePlaneModule.rowCosines; columnCosines = <Point3>imagePlaneModule.columnCosines; // if null or undefined Iif (rowCosines == null || columnCosines == null) { rowCosines = <Point3>[1, 0, 0]; columnCosines = <Point3>[0, 1, 0]; } const rowCosineVec = vec3.fromValues( rowCosines[0], rowCosines[1], rowCosines[2] ); const colCosineVec = vec3.fromValues( columnCosines[0], columnCosines[1], columnCosines[2] ); const scanAxisNormal = vec3.create(); vec3.cross(scanAxisNormal, rowCosineVec, colCosineVec); let origin = imagePlaneModule.imagePositionPatient; // if null or undefined Iif (origin == null) { origin = [0, 0, 0]; } const xSpacing = imagePlaneModule.columnPixelSpacing || image.columnPixelSpacing; const ySpacing = imagePlaneModule.rowPixelSpacing || image.rowPixelSpacing; const xVoxels = image.columns; const yVoxels = image.rows; // Note: For rendering purposes, we use the EPSILON as the z spacing. // This is purely for internal implementation logic since we are still // technically rendering 3D objects with vtk.js, but the abstracted intention // of the stack viewport is to render 2D images const zSpacing = EPSILON; const zVoxels = 1; const numComps = image.numComps || this._getNumCompsFromPhotometricInterpretation( imagePixelModule.photometricInterpretation ); return { bitsAllocated: imagePixelModule.bitsAllocated, numComps, origin, direction: [...rowCosineVec, ...colCosineVec, ...scanAxisNormal] as Mat3, dimensions: [xVoxels, yVoxels, zVoxels], spacing: [xSpacing, ySpacing, zSpacing], numVoxels: xVoxels * yVoxels * zVoxels, imagePlaneModule, imagePixelModule, }; } /** * Converts the image direction to camera viewUp and viewplaneNormal * * @param imageDataDirection - vtkImageData direction * @returns viewplane normal and viewUp of the camera */ private _getCameraOrientation(imageDataDirection: Mat3): { viewPlaneNormal: Point3; viewUp: Point3; } { const viewPlaneNormal = imageDataDirection.slice(6, 9).map((x) => -x); const viewUp = imageDataDirection.slice(3, 6).map((x) => -x); return { viewPlaneNormal: [ viewPlaneNormal[0], viewPlaneNormal[1], viewPlaneNormal[2], ], viewUp: [viewUp[0], viewUp[1], viewUp[2]], }; } /** * Creates vtkImagedata based on the image object, it creates * and empty scalar data for the image based on the metadata * tags (e.g., bitsAllocated) * * @param image - cornerstone Image object */ private _createVTKImageData({ origin, direction, dimensions, spacing, bitsAllocated, numComps, numVoxels, }): void { let pixelArray; switch (bitsAllocated) { case 8: pixelArray = new Uint8Array(numVoxels * numComps); break; case 16: pixelArray = new Float32Array(numVoxels * numComps); break; case 24: pixelArray = new Uint8Array(numVoxels * 3 * numComps); break; default: console.log('bit allocation not implemented'); } const scalarArray = vtkDataArray.newInstance({ name: 'Pixels', numberOfComponents: numComps, values: pixelArray, }); this._imageData = vtkImageData.newInstance(); this._imageData.setDimensions(dimensions); this._imageData.setSpacing(spacing); this._imageData.setDirection(direction); this._imageData.setOrigin(origin); this._imageData.getPointData().setScalars(scalarArray); } /** * Sets the imageIds to be visualized inside the stack viewport. It accepts * list of imageIds, the index of the first imageId to be viewed. It is a * asynchronous function that returns a promise resolving to imageId being * displayed in the stack viewport. * * * @param imageIds - list of strings, that represents list of image Ids * @param currentImageIdIndex - number representing the index of the initial image to be displayed */ public async setStack( imageIds: Array<string>, currentImageIdIndex = 0 ): Promise<string> { this.imageIds = imageIds; this.currentImageIdIndex = currentImageIdIndex; this.targetImageIdIndex = currentImageIdIndex; this.stackInvalidated = true; this.rotationCache = 0; this.flipVertical = false; this.flipHorizontal = false; this.voiApplied = false; this._resetProperties(); this.fillWithBackgroundColor(); if (this.useCPURendering) { this._cpuFallbackEnabledElement.renderingTools = {}; delete this._cpuFallbackEnabledElement.viewport.colormap; } const imageId = await this._setImageIdIndex(currentImageIdIndex); const eventDetail: StackViewportNewStackEventDetail = { imageIds, viewportId: this.id, element: this.element, currentImageIdIndex: currentImageIdIndex, }; triggerEvent(eventTarget, Events.STACK_VIEWPORT_NEW_STACK, eventDetail); return imageId; } /** * It checks if the new image object matches the dimensions, spacing, * and direction of the previously displayed image in the viewport or not. * It returns a boolean * * @param image - Cornerstone Image object * @param imageData - vtkImageData * @returns boolean */ private _checkVTKImageDataMatchesCornerstoneImage( image: IImage, imageData: vtkImageDataType ): boolean { if (!imageData) { return false; } const [xSpacing, ySpacing] = imageData.getSpacing(); const [xVoxels, yVoxels] = imageData.getDimensions(); const imagePlaneModule = this._getImagePlaneModule(image.imageId); const direction = imageData.getDirection(); const rowCosines = direction.slice(0, 3); const columnCosines = direction.slice(3, 6); // using spacing, size, and direction only for now return ( (xSpacing === image.rowPixelSpacing || (image.rowPixelSpacing === null && xSpacing === 1.0)) && (ySpacing === image.columnPixelSpacing || (image.columnPixelSpacing === null && ySpacing === 1.0)) && xVoxels === image.columns && yVoxels === image.rows && isEqual(imagePlaneModule.rowCosines, <Point3>rowCosines) && isEqual(imagePlaneModule.columnCosines, <Point3>columnCosines) ); } /** * It Updates the vtkImageData of the viewport with the new pixel data * from the provided image object. * * @param image - Cornerstone Image object */ private _updateVTKImageDataFromCornerstoneImage(image: IImage): void { const imagePlaneModule = this._getImagePlaneModule(image.imageId); let origin = imagePlaneModule.imagePositionPatient; Iif (origin == null) { origin = [0, 0, 0]; } this._imageData.setOrigin(origin); // 1. Update the pixel data in the vtkImageData object with the pixelData // from the loaded Cornerstone image const pixelData = image.getPixelData(); const scalars = this._imageData.getPointData().getScalars(); const scalarData = scalars.getData() as Uint8Array | Float32Array; Iif (image.rgba || isRgbaSourceRgbDest(pixelData, scalarData)) { if (!image.rgba) { console.warn('rgba not specified but data looks rgba ish', image); } // if image is already cached with rgba for any reason (cpu fallback), // we need to convert it to rgb for the pixel data set // RGB case const numPixels = pixelData.length / 4; let rgbIndex = 0; let index = 0; for (let i = 0; i < numPixels; i++) { scalarData[index++] = pixelData[rgbIndex++]; // red scalarData[index++] = pixelData[rgbIndex++]; // green scalarData[index++] = pixelData[rgbIndex++]; // blue rgbIndex++; // skip alpha } } else { scalarData.set(pixelData); } // Trigger modified on the VTK Object so the texture is updated // TODO: evaluate directly changing things with texSubImage3D later this._imageData.modified(); } /** * It uses imageLoadPoolManager to add request for the imageId. It loadsAndCache * the image and triggers the STACK_NEW_IMAGE when the request successfully retrieves * the image. Next, the volume actor gets updated with the new new retrieved image. * * @param imageId - string representing the imageId * @param imageIdIndex - index of the imageId in the imageId list */ private async _loadAndDisplayImage( imageId: string, imageIdIndex: number ): Promise<string> { if (this.useCPURendering) { await this._loadAndDisplayImageCPU(imageId, imageIdIndex); } else { await this._loadAndDisplayImageGPU(imageId, imageIdIndex); } return imageId; } private _loadAndDisplayImageCPU( imageId: string, imageIdIndex: number ): Promise<string> { return new Promise((resolve, reject) => { // 1. Load the image using the Image Loader function successCallback( image: IImage, imageIdIndex: number, imageId: string ) { // Perform this check after the image has finished loading // in case the user has already scrolled away to another image. // In that case, do not render this image. Iif (this.currentImageIdIndex !== imageIdIndex) { return; } this.csImage = image; const eventDetail: EventTypes.StackNewImageEventDetail = { image, imageId, imageIdIndex, viewportId: this.id, renderingEngineId: this.renderingEngineId, }; triggerEvent(this.element, Events.STACK_NEW_IMAGE, eventDetail); const metadata = this._getImageDataMetadata(image) as ImageDataMetaData; image.isPreScaled = image.preScale?.scaled; const viewport = getDefaultViewport( this.canvas, image, this.modality, this._cpuFallbackEnabledElement.viewport.colormap ); this._cpuFallbackEnabledElement.image = image; this._cpuFallbackEnabledElement.metadata = { ...metadata, }; this.cpuImagePixelData = image.getPixelData(); const viewportSettingToUse = Object.assign( {}, viewport, this._cpuFallbackEnabledElement.viewport ); // Important: this.stackInvalidated is different than cpuRenderingInvalidated. The // former is being used to maintain the previous state of the viewport // in the same stack, the latter is used to trigger drawImageSync this._cpuFallbackEnabledElement.viewport = this.stackInvalidated ? viewport : viewportSettingToUse; // used the previous state of the viewport, then stackInvalidated is set to false this.stackInvalidated = false; // new viewport is set to the current viewport, then cpuRenderingInvalidated is set to true this.cpuRenderingInvalidated = true; this._cpuFallbackEnabledElement.transform = calculateTransform( this._cpuFallbackEnabledElement ); // Todo: trigger an event to allow applications to hook into END of loading state // Currently we use loadHandlerManagers for this // Trigger the image to be drawn on the next animation frame this.render(); // Update the viewport's currentImageIdIndex to reflect the newly // rendered image this.currentImageIdIndex = imageIdIndex; resolve(imageId); } function errorCallback( error: Error, imageIdIndex: number, imageId: string ) { const eventDetail = { error, imageIdIndex, imageId, }; if (!this.suppressEvents) { triggerEvent(eventTarget, Events.IMAGE_LOAD_ERROR, eventDetail); } reject(error); } function sendRequest(imageId, imageIdIndex, options) { return loadAndCacheImage(imageId, options).then( (image) => { successCallback.call(this, image, imageIdIndex, imageId); }, (error) => { errorCallback.call(this, error, imageIdIndex, imageId); } ); } // Todo: Note that eventually all viewport data is converted into Float32Array, // we use it here for the purpose of scaling for now. const type = 'Float32Array'; const priority = -5; const requestType = RequestType.Interaction; const additionalDetails = { imageId }; const options = { targetBuffer: { type, offset: null, length: null, }, preScale: { enabled: true, }, useRGBA: true, }; imageLoadPoolManager.addRequest( sendRequest.bind(this, imageId, imageIdIndex, options), requestType, additionalDetails, priority ); }); } private _loadAndDisplayImageGPU(imageId: string, imageIdIndex: number) { return new Promise((resolve, reject) => { // 1. Load the image using the Image Loader function successCallback(image, imageIdIndex, imageId) { // Todo: trigger an event to allow applications to hook into END of loading state // Currently we use loadHandlerManagers for this // Perform this check after the image has finished loading // in case the user has already scrolled away to another image. // In that case, do not render this image. Iif (this.currentImageIdIndex !== imageIdIndex) { return; } // cornerstone image this.csImage = image; const eventDetail: EventTypes.StackNewImageEventDetail = { image, imageId, imageIdIndex, viewportId: this.id, renderingEngineId: this.renderingEngineId, }; triggerEvent(this.element, Events.STACK_NEW_IMAGE, eventDetail); this._updateActorToDisplayImageId(image); // Trigger the image to be drawn on the next animation frame this.render(); // Update the viewport's currentImageIdIndex to reflect the newly // rendered image this.currentImageIdIndex = imageIdIndex; resolve(imageId); } function errorCallback(error, imageIdIndex, imageId) { const eventDetail = { error, imageIdIndex, imageId, }; triggerEvent(eventTarget, Events.IMAGE_LOAD_ERROR, eventDetail); reject(error); } function sendRequest(imageId, imageIdIndex, options) { return loadAndCacheImage(imageId, options).then( (image) => { successCallback.call(this, image, imageIdIndex, imageId); }, (error) => { errorCallback.call(this, error, imageIdIndex, imageId); } ); } // Todo: Note that eventually all viewport data is converted into Float32Array, // we use it here for the purpose of scaling for now. const type = 'Float32Array'; const priority = -5; const requestType = RequestType.Interaction; const additionalDetails = { imageId }; const options = { targetBuffer: { type, offset: null, length: null, }, preScale: { enabled: true, }, useRGBA: false, }; const eventDetail: EventTypes.PreStackNewImageEventDetail = { imageId, imageIdIndex, viewportId: this.id, renderingEngineId: this.renderingEngineId, }; triggerEvent(this.element, Events.PRE_STACK_NEW_IMAGE, eventDetail); imageLoadPoolManager.addRequest( sendRequest.bind(this, imageId, imageIdIndex, options), requestType, additionalDetails, priority ); }); } /** * It updates the volume actor with the retrieved cornerstone image. * It first checks if the new image has the same dimensions, spacings, and * dimensions of the previous one: 1) If yes, it updates the pixel data 2) if not, * it creates a whole new volume actor for the image. * Note: Camera gets reset for both situations. Therefore, each image renders at * its exact 3D location in the space, and both image and camera moves while scrolling. * * @param image - Cornerstone image * @returns */ private _updateActorToDisplayImageId(image) { // This function should do the following: // - Get the existing actor's vtkImageData that is being used to render the current image and check if we can reuse the vtkImageData that is in place (i.e. do the image dimensions and data type match?) // - If we can reuse it, replace the scalar data under the hood // - If we cannot reuse it, create a new actor, remove the old one, and reset the camera // 2. Check if we can reuse the existing vtkImageData object, if one is present. const sameImageData = this._checkVTKImageDataMatchesCornerstoneImage( image, this._imageData ); const activeCamera = this.getRenderer().getActiveCamera(); // Cache camera props so we can trigger one camera changed event after // The full transition. const previousCameraProps = _cloneDeep(this.getCamera()); if (sameImageData && !this.stackInvalidated) { // 3a. If we can reuse it, replace the scalar data under the hood this._updateVTKImageDataFromCornerstoneImage(image); // Since the 3D location of the imageData is changing as we scroll, we need // to modify the camera position to render this properly. However, resetting // causes problem related to zoom and pan tools: upon rendering of a new slice // the pan and zoom will get reset. To solve this, 1) we store the camera // properties related to pan and zoom 2) reset the camera to correctly place // it in the space 3) restore the pan, zoom props. const cameraProps = this.getCamera(); const panCache = vec3.subtract( vec3.create(), this.cameraFocalPointOnRender, cameraProps.focalPoint ); // store rotation cache since reset camera will reset it const rotationCache = this.rotationCache; // Reset the camera to point to the new slice location, reset camera doesn't // modify the direction of projection and viewUp this.resetCameraNoEvent(); // restore the rotation cache for the new slice this.setRotation(rotationCache, rotationCache); // set the flip back to the previous value since the restore camera props // rely on the correct flip value this.setCameraNoEvent({ flipHorizontal: previousCameraProps.flipHorizontal, flipVertical: previousCameraProps.flipVertical, }); const { focalPoint } = this.getCamera(); this.cameraFocalPointOnRender = focalPoint; // This is necessary to initialize the clipping range and it is not related // to our custom slabThickness. // @ts-ignore: vtkjs incorrect typing activeCamera.setFreezeFocalPoint(true); // We shouldn't restore the focalPoint, position and parallelScale after reset // if it is the first render or we have completely re-created the vtkImageData this._restoreCameraProps( cameraProps, previousCameraProps, panCache as Point3 ); // Restore rotation for the new slice of the image this.rotationCache = 0; this._setPropertiesFromCache(); return; } const { origin, direction, dimensions, spacing, bitsAllocated, numComps, numVoxels, imagePixelModule, } = this._getImageDataMetadata(image); // 3b. If we cannot reuse the vtkImageData object (either the first render // or the size has changed), create a new one this._createVTKImageData({ origin, direction, dimensions, spacing, bitsAllocated, numComps, numVoxels, }); // Set the scalar data of the vtkImageData object from the Cornerstone // Image's pixel data this._updateVTKImageDataFromCornerstoneImage(image); // Create a VTK Image Slice actor to display the vtkImageData object const actor = this.createActorMapper(this._imageData); const actors = []; actors.push({ uid: this.id, actor }); this.setActors(actors); // Adjusting the camera based on slice axis. this is required if stack // contains various image orientations (axial ct, sagittal xray) const { viewPlaneNormal, viewUp } = this._getCameraOrientation(direction); this.setCameraNoEvent({ viewUp, viewPlaneNormal }); // Setting this makes the following comment about resetCameraNoEvent not modifying viewUp true. this.initialViewUp = viewUp; // Reset the camera to point to the new slice location, reset camera doesn't // modify the direction of projection and viewUp this.resetCameraNoEvent(); this.triggerCameraEvent(this.getCamera(), previousCameraProps); // This is necessary to initialize the clipping range and it is not related // to our custom slabThickness. // @ts-ignore: vtkjs incorrect typing activeCamera.setFreezeFocalPoint(true); // set voi for the first time const { windowCenter, windowWidth } = imagePixelModule; let voiRange = typeof windowCenter === 'number' && typeof windowWidth === 'number' ? windowLevelUtil.toLowHighRange(windowWidth, windowCenter) : undefined; // check if the image is already prescaled const isPreScaled = this.csImage.isPreScaled || this.csImage.preScale?.scaled; Iif (imagePixelModule.modality === 'PT' && isPreScaled) { voiRange = { lower: 0, upper: 5 }; } this.initialVOIRange = voiRange; if (this.voiApplied && typeof voiRange === 'undefined') { // There are some cases when different frames within the same multi-frame // file are not hitting the actor cache because above // this.__checkVTKImageDataMatchesCornerstoneImage() call results in // "false". // In that case we want to keep the applied VOI range. voiRange = this.voiRange; } this.setProperties({ voiRange }); // At the moment it appears that vtkImageSlice actors do not automatically // have an RGB Transfer Function created, so we need to create one. // Note: the 1024 here is what VTK would normally do to resample a color transfer function // before it is put into the GPU. Setting it with a length of 1024 allows us to // avoid that resampling step. const cfun = vtkColorTransferFunction.newInstance(); let lower = 0; let upper = 1024; if ( voiRange && voiRange.lower !== undefined && voiRange.upper !== undefined ) { lower = voiRange.lower; upper = voiRange.upper; } cfun.addRGBPoint(lower, 0.0, 0.0, 0.0); cfun.addRGBPoint(upper, 1.0, 1.0, 1.0); actor.getProperty().setRGBTransferFunction(0, cfun); let invert = false; Iif (imagePixelModule.photometricInterpretation === 'MONOCHROME1') { invert = true; } this.setProperties({ invert }); // Saving position of camera on render, to cache the panning const { focalPoint } = this.getCamera(); this.cameraFocalPointOnRender = focalPoint; this.stackInvalidated = false; if (this._publishCalibratedEvent) { this.triggerCalibrationEvent(); } } /** * Loads the image based on the provided imageIdIndex * @param imageIdIndex - number represents imageId index */ Eprivate async _setImageIdIndex(imageIdIndex: number): Promise<string> { if (imageIdIndex >= this.imageIds.length) { throw new Error( `ImageIdIndex provided ${imageIdIndex} is invalid, the stack only has ${this.imageIds.length} elements` ); } // Update the state of the viewport to the new imageIdIndex; this.currentImageIdIndex = imageIdIndex; this.hasPixelSpacing = true; // Todo: trigger an event to allow applications to hook into START of loading state // Currently we use loadHandlerManagers for this const imageId = await this._loadAndDisplayImage( this.imageIds[imageIdIndex], imageIdIndex ); return imageId; } /** * Centers Pan and resets the zoom for stack viewport. */ public resetCamera(resetPan = true, resetZoom = true): boolean { if (this.useCPURendering) { this.resetCameraCPU(resetPan, resetZoom); } else { this.resetCameraGPU(resetPan, resetZoom); } this.rotation = 0; this.rotationCache = 0; return true; } private resetCameraCPU(resetPan, resetZoom) { const { image } = this._cpuFallbackEnabledElement; Eif (!image) { return; } resetCamera(this._cpuFallbackEnabledElement, resetPan, resetZoom); const { scale } = this._cpuFallbackEnabledElement.viewport; // canvas center is the focal point const { clientWidth, clientHeight } = this.element; const center: Point2 = [clientWidth / 2, clientHeight / 2]; const centerWorld = this.canvasToWorldCPU(center); this.setCameraCPU({ focalPoint: centerWorld, scale, }); } private resetCameraGPU(resetPan, resetZoom): boolean { // Todo: we need to make the rotation a camera properties so that // we can reset it there, right now it is not possible to reset the rotation // without this // We do not know the ordering of various flips and rotations that have been applied, so just start like we were at the beginning. this.setCamera({ flipHorizontal: false, flipVertical: false, viewUp: this.initialViewUp, }); // For stack Viewport we since we have only one slice // it should be enough to reset the camera to the center of the image const resetToCenter = true; return super.resetCamera(resetPan, resetZoom, resetToCenter); } /** * It scrolls the stack of imageIds by the delta amount provided. If the debounce * flag is set, it will only scroll the stack if the delta is greater than the * debounceThreshold which is 40 milliseconds by default. * @param delta - number of indices to scroll, it can be positive or negative * @param debounce - whether to debounce the scroll event * @param loop - whether to loop the stack */ public scroll(delta: number, debounce = true, loop = false): void { const imageIds = this.imageIds; const currentTargetImageIdIndex = this.targetImageIdIndex; const numberOfFrames = imageIds.length; let newTargetImageIdIndex = currentTargetImageIdIndex + delta; newTargetImageIdIndex = Math.max(0, newTargetImageIdIndex); Iif (loop) { newTargetImageIdIndex = newTargetImageIdIndex % numberOfFrames; } else { newTargetImageIdIndex = Math.min( numberOfFrames - 1, newTargetImageIdIndex ); } this.targetImageIdIndex = newTargetImageIdIndex; const targetImageId = imageIds[newTargetImageIdIndex]; const imageAlreadyLoaded = cache.isImageIdCached(targetImageId); // If image is already cached we want to scroll right away; however, if it is // not cached, we can debounce the scroll event to avoid firing multiple scroll // events for the images that might happen to be passing by (as a result of infinite // scrolling). Eif (imageAlreadyLoaded || !debounce) { this.setImageIdIndex(newTargetImageIdIndex); } else { clearTimeout(this.debouncedTimeout); this.debouncedTimeout = window.setTimeout(() => { this.setImageIdIndex(newTargetImageIdIndex); }, 40); } const eventData: StackViewportScrollEventDetail = { newImageIdIndex: newTargetImageIdIndex, imageId: targetImageId, direction: delta, }; Eif (newTargetImageIdIndex !== currentTargetImageIdIndex) { triggerEvent(this.element, Events.STACK_VIEWPORT_SCROLL, eventData); } } /** * Loads the image based on the provided imageIdIndex. It is an Async function which * returns a promise that resolves to the imageId. * * @param imageIdIndex - number represents imageId index in the list of * provided imageIds in setStack */ Epublic async setImageIdIndex(imageIdIndex: number): Promise<string> { // If we are already on this imageId index, stop here if (this.currentImageIdIndex === imageIdIndex) { return this.getCurrentImageId(); } // Otherwise, get the imageId and attempt to display it const imageId = this._setImageIdIndex(imageIdIndex); return imageId; } /** * Calibrates the image with new metadata that has been added for imageId. To calibrate * a viewport, you should add your calibration data manually to * calibratedPixelSpacingMetadataProvider and call viewport.calibrateSpacing * for it get applied. * * @param imageId - imageId to be calibrated */ public calibrateSpacing(imageId: string): void { const imageIdIndex = this.getImageIds().indexOf(imageId); this.stackInvalidated = true; this._loadAndDisplayImage(imageId, imageIdIndex); } /** * Restores the camera props such zooming and panning after an image is * changed, if needed (after scroll) * * @param parallelScale - camera parallel scale */ private _restoreCameraProps( { parallelScale: prevScale }: ICamera, previousCamera: ICamera, panCache: Point3 ): void { const renderer = this.getRenderer(); // get the focalPoint and position after the reset const { position, focalPoint } = this.getCamera(); const newPosition = vec3.subtract(vec3.create(), position, panCache); const newFocal = vec3.subtract(vec3.create(), focalPoint, panCache); // Restoring previous state x,y and scale, keeping the new z // we need to break the flip operations since they also work on the // camera position and focal point this.setCameraNoEvent({ parallelScale: prevScale, position: newPosition as Point3, focalPoint: newFocal as Point3, }); const camera = this.getCamera(); this.triggerCameraEvent(camera, previousCamera); // Invoking render const RESET_CAMERA_EVENT = { type: 'ResetCameraEvent', renderer, }; renderer.invokeEvent(RESET_CAMERA_EVENT); } private triggerCameraEvent(camera: ICamera, previousCamera: ICamera) { // Finally emit event for the full camera change cause during load image. const eventDetail: EventTypes.CameraModifiedEventDetail = { previousCamera, camera, element: this.element, viewportId: this.id, renderingEngineId: this.renderingEngineId, }; Eif (!this.suppressEvents) { // For crosshairs to adapt to new viewport size triggerEvent(this.element, Events.CAMERA_MODIFIED, eventDetail); } } private triggerCalibrationEvent() { // Update the indexToWorld and WorldToIndex for viewport const { imageData } = this.getImageData(); // Finally emit event for the full camera change cause during load image. const eventDetail: EventTypes.ImageSpacingCalibratedEventDetail = { element: this.element, viewportId: this.id, renderingEngineId: this.renderingEngineId, imageId: this.getCurrentImageId(), // Todo: why do we need to pass imageData? isn't' indexToWorld and worldToIndex enough? imageData: imageData as vtkImageData, worldToIndex: imageData.getWorldToIndex() as mat4, ...this._calibrationEvent, }; Eif (!this.suppressEvents) { // Let the tools know the image spacing has been calibrated triggerEvent(this.element, Events.IMAGE_SPACING_CALIBRATED, eventDetail); } this._publishCalibratedEvent = false; } /** * canvasToWorld Returns the world coordinates of the given `canvasPos` * projected onto the plane defined by the `Viewport`'s camera. * * @param canvasPos - The position in canvas coordinates. * @returns The corresponding world coordinates. * @public */ public canvasToWorld = (canvasPos: Point2): Point3 => { if (this.useCPURendering) { return this.canvasToWorldCPU(canvasPos); } return this.canvasToWorldGPU(canvasPos); }; /** * Returns the canvas coordinates of the given `worldPos` * projected onto the `Viewport`'s `canvas`. * * @param worldPos - The position in world coordinates. * @returns The corresponding canvas coordinates. * @public */ public worldToCanvas = (worldPos: Point3): Point2 => { if (this.useCPURendering) { return this.worldToCanvasCPU(worldPos); } return this.worldToCanvasGPU(worldPos); }; private canvasToWorldCPU = (canvasPos: Point2): Point3 => { Iif (!this._cpuFallbackEnabledElement.image) { return; } // compute the pixel coordinate in the image const [px, py] = canvasToPixel(this._cpuFallbackEnabledElement, canvasPos); // convert pixel coordinate to world coordinate const { origin, spacing, direction } = this.getImageData(); const worldPos = vec3.fromValues(0, 0, 0); // Calculate size of spacing vector in normal direction const iVector = direction.slice(0, 3) as Point3; const jVector = direction.slice(3, 6) as Point3; // Calculate the world coordinate of the pixel vec3.scaleAndAdd(worldPos, origin, iVector, px * spacing[0]); vec3.scaleAndAdd(worldPos, worldPos, jVector, py * spacing[1]); return [worldPos[0], worldPos[1], worldPos[2]] as Point3; }; private worldToCanvasCPU = (worldPos: Point3): Point2 => { // world to pixel const { spacing, direction, origin } = this.getImageData(); const iVector = direction.slice(0, 3) as Point3; const jVector = direction.slice(3, 6) as Point3; const diff = vec3.subtract(vec3.create(), worldPos, origin); const worldPoint: Point2 = [ vec3.dot(diff, iVector) / spacing[0], vec3.dot(diff, jVector) / spacing[1], ]; // pixel to canvas const canvasPoint = pixelToCanvas( this._cpuFallbackEnabledElement, worldPoint ); return canvasPoint; }; private canvasToWorldGPU = (canvasPos: Point2): Point3 => { const renderer = this.getRenderer(); // Temporary setting the clipping range to the distance and distance + 0.1 // in order to calculate the transformations correctly. // This is similar to the vtkSlabCamera isPerformingCoordinateTransformations // You can read more about it here there. const vtkCamera = this.getVtkActiveCamera(); const crange = vtkCamera.getClippingRange(); const distance = vtkCamera.getDistance(); vtkCamera.setClippingRange(distance, distance + 0.1); const offscreenMultiRenderWindow = this.getRenderingEngine().offscreenMultiRenderWindow; const openGLRenderWindow = offscreenMultiRenderWindow.getOpenGLRenderWindow(); const size = openGLRenderWindow.getSize(); const devicePixelRatio = window.devicePixelRatio || 1; const canvasPosWithDPR = [ canvasPos[0] * devicePixelRatio, canvasPos[1] * devicePixelRatio, ]; const displayCoord = [ canvasPosWithDPR[0] + this.sx, canvasPosWithDPR[1] + this.sy, ]; // The y axis display coordinates are inverted with respect to canvas coords displayCoord[1] = size[1] - displayCoord[1]; const worldCoord = openGLRenderWindow.displayToWorld( displayCoord[0], displayCoord[1], 0, renderer ); // set clipping range back to original to be able vtkCamera.setClippingRange(crange[0], crange[1]); return [worldCoord[0], worldCoord[1], worldCoord[2]]; }; private worldToCanvasGPU = (worldPos: Point3) => { const renderer = this.getRenderer(); // Temporary setting the clipping range to the distance and distance + 0.1 // in order to calculate the transformations correctly. // This is similar to the vtkSlabCamera isPerformingCoordinateTransformations // You can read more about it here there. const vtkCamera = this.getVtkActiveCamera(); const crange = vtkCamera.getClippingRange(); const distance = vtkCamera.getDistance(); vtkCamera.setClippingRange(distance, distance + 0.1); const offscreenMultiRenderWindow = this.getRenderingEngine().offscreenMultiRenderWindow; const openGLRenderWindow = offscreenMultiRenderWindow.getOpenGLRenderWindow(); const size = openGLRenderWindow.getSize(); const displayCoord = openGLRenderWindow.worldToDisplay( ...worldPos, renderer ); // The y axis display coordinates are inverted with respect to canvas coords displayCoord[1] = size[1] - displayCoord[1]; const canvasCoord = <Point2>[ displayCoord[0] - this.sx, displayCoord[1] - this.sy, ]; // set clipping range back to original to be able vtkCamera.setClippingRange(crange[0], crange[1]); const devicePixelRatio = window.devicePixelRatio || 1; const canvasCoordWithDPR = <Point2>[ canvasCoord[0] / devicePixelRatio, canvasCoord[1] / devicePixelRatio, ]; return canvasCoordWithDPR; }; /** * Returns the index of the imageId being renderer * * @returns currently shown imageId index */ public getCurrentImageIdIndex = (): number => { return this.currentImageIdIndex; }; /** * * Returns the imageIdIndex that is targeted to be loaded, in case of debounced * loading (with scroll), the targetImageIdIndex is the latest imageId * index that is requested to be loaded but debounced. */ public getTargetImageIdIndex = (): number => { return this.targetImageIdIndex; }; /** * Returns the list of image Ids for the current viewport * @returns list of strings for image Ids */ public getImageIds = (): Array<string> => { return this.imageIds; }; /** * Returns the currently rendered imageId * @returns string for imageId */ public getCurrentImageId = (): string => { return this.imageIds[this.currentImageIdIndex]; }; /** * Returns true if the viewport contains the given imageId * @param imageId - imageId * @returns boolean if imageId is in viewport */ public hasImageId = (imageId: string): boolean => { return this.imageIds.includes(imageId); }; /** * Returns true if the viewport contains the given imageURI (no data loader scheme) * @param imageURI - imageURI * @returns boolean if imageURI is in viewport */ public hasImageURI = (imageURI: string): boolean => { const imageIds = this.imageIds; for (let i = 0; i < imageIds.length; i++) { Eif (imageIdToURI(imageIds[i]) === imageURI) return true; } return false; }; /** * If the renderer is CPU based, throw an error. Otherwise, returns the `vtkRenderer` responsible for rendering the `Viewport`. * * @returns The `vtkRenderer` for the `Viewport`. */ public getRenderer() { Iif (this.useCPURendering) { throw this.getCPUFallbackError('getRenderer'); } return super.getRenderer(); } /** * If the renderer is CPU based, throw an error. Otherwise, return the default * actor which is the first actor in the renderer. * @returns An actor entry. */ public getDefaultActor(): ActorEntry { Iif (this.useCPURendering) { throw this.getCPUFallbackError('getDefaultActor'); } return super.getDefaultActor(); } /** * If the renderer is CPU based, throw an error. Otherwise, return the actors in the viewport * @returns An array of ActorEntry objects. */ public getActors(): Array<ActorEntry> { Iif (this.useCPURendering) { throw this.getCPUFallbackError('getActors'); } return super.getActors(); } /** * If the renderer is CPU based, throw an error. Otherwise, it returns the actor entry for the given actor UID. * @param actorUID - The unique ID of the actor you want to get. * @returns An ActorEntry object. */ public getActor(actorUID: string): ActorEntry { Iif (this.useCPURendering) { throw this.getCPUFallbackError('getActor'); } return super.getActor(actorUID); } /** * If the renderer is CPU-based, throw an error; otherwise, set the * actors in the viewport. * @param actors - An array of ActorEntry objects. */ public setActors(actors: Array<ActorEntry>): void { Iif (this.useCPURendering) { throw this.getCPUFallbackError('setActors'); } return super.setActors(actors); } /** * If the renderer is CPU based, throw an error. Otherwise, add a list of actors to the viewport * @param actors - An array of ActorEntry objects. */ public addActors(actors: Array<ActorEntry>): void { Iif (this.useCPURendering) { throw this.getCPUFallbackError('addActors'); } return super.addActors(actors); } /** * If the renderer is CPU based, throw an error. Otherwise, add the * actor to the viewport * @param actorEntry - The ActorEntry object that was created by the * user. */ public addActor(actorEntry: ActorEntry): void { Iif (this.useCPURendering) { throw this.getCPUFallbackError('addActor'); } return super.addActor(actorEntry); } /** * It throws an error if the renderer is CPU based. Otherwise, it removes the actors from the viewport. */ public removeAllActors(): void { Iif (this.useCPURendering) { throw this.getCPUFallbackError('removeAllActors'); } return super.removeAllActors(); } private getCPUFallbackError(method: string): Error { return new Error( `method ${method} cannot be used during CPU Fallback mode` ); } private fillWithBackgroundColor() { const renderingEngine = this.getRenderingEngine(); Eif (renderingEngine) { renderingEngine.fillCanvasWithBackgroundColor( this.canvas, this.options.background ); } } public customRenderViewportToCanvas = () => { Iif (!this.useCPURendering) { throw new Error( 'Custom cpu rendering pipeline should only be hit in CPU rendering mode' ); } Eif (this._cpuFallbackEnabledElement.image) { drawImageSync( this._cpuFallbackEnabledElement, this.cpuRenderingInvalidated ); // reset flags this.cpuRenderingInvalidated = false; } else { this.fillWithBackgroundColor(); } return { canvas: this.canvas, element: this.element, viewportId: this.id, renderingEngineId: this.renderingEngineId, }; }; /** * Sets the colormap for the current viewport. * @param colormap - The colormap data to use. */ public setColormap(colormap: CPUFallbackColormapData): void { Eif (this.useCPURendering) { this.setColormapCPU(colormap); } else { this.setColormapGPU(colormap); } } /** * It sets the colormap to the default colormap. */ public unsetColormap(): void { if (this.useCPURendering) { this.unsetColormapCPU(); } else { this.unsetColormapGPU(); } } private unsetColormapCPU() { delete this._cpuFallbackEnabledElement.viewport.colormap; this._cpuFallbackEnabledElement.renderingTools = {}; this.cpuRenderingInvalidated = true; this.fillWithBackgroundColor(); this.render(); } private setColormapCPU(colormapData: CPUFallbackColormapData) { const colormap = getColormap(colormapData.name, colormapData); this._cpuFallbackEnabledElement.viewport.colormap = colormap; this._cpuFallbackEnabledElement.renderingTools = {}; this.fillWithBackgroundColor(); this.cpuRenderingInvalidated = true; this.render(); } private setColormapGPU(colormap: CPUFallbackColormapData) { // TODO -> vtk has full colormaps which are piecewise and frankly better? // Do we really want a pre defined 256 color map just for the sake of harmonization? throw new Error('setColorMapGPU not implemented.'); } private unsetColormapGPU() { // TODO -> vtk has full colormaps which are piecewise and frankly better? // Do we really want a pre defined 256 color map just for the sake of harmonization? throw new Error('unsetColormapGPU not implemented.'); } // create default values for imagePlaneModule if values are undefined private _getImagePlaneModule(imageId: string): ImagePlaneModule { const imagePlaneModule = metaData.get('imagePlaneModule', imageId); const newImagePlaneModule: ImagePlaneModule = { ...imagePlaneModule, }; Iif (!newImagePlaneModule.columnPixelSpacing) { newImagePlaneModule.columnPixelSpacing = 1; this.hasPixelSpacing = false; } Iif (!newImagePlaneModule.rowPixelSpacing) { newImagePlaneModule.rowPixelSpacing = 1; this.hasPixelSpacing = false; } Iif (!newImagePlaneModule.columnCosines) { newImagePlaneModule.columnCosines = [0, 1, 0]; } Iif (!newImagePlaneModule.rowCosines) { newImagePlaneModule.rowCosines = [1, 0, 0]; } Iif (!newImagePlaneModule.imagePositionPatient) { newImagePlaneModule.imagePositionPatient = [0, 0, 0]; } Iif (!newImagePlaneModule.imageOrientationPatient) { newImagePlaneModule.imageOrientationPatient = new Float32Array([ 1, 0, 0, 0, 1, 0, ]); } return newImagePlaneModule; } } export default StackViewport; |