Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 | 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x | import { vec3 } from 'gl-matrix'; import { ActorSliceRange, Point3 } from '../types'; /** * Given a number of frames, `deltaFrames`, * move the `focalPoint` and camera `position` so that it moves forward/backwards * `deltaFrames` in the camera's normal direction, and snaps to the nearest frame. * * @param focalPoint - The focal point to move. * @param position - The camera position to move. * @param sliceRange - The scroll range used to find the current * position in the stack, as well as prevent scrolling past the extent of the volume. * @param viewPlaneNormal - The normal direction of the camera. * @param spacingInNormalDirection - The spacing of frames the normal direction of the camera. * @param deltaFrames - The number of frames to jump. * * @returns The `newFocalPoint` and `newPosition` of the camera. */ export default function snapFocalPointToSlice( focalPoint: Point3, position: Point3, sliceRange: ActorSliceRange, viewPlaneNormal: Point3, spacingInNormalDirection: number, deltaFrames: number ): { newFocalPoint: Point3; newPosition: Point3 } { const { min, max, current } = sliceRange; // Get the current offset off the camera position so we can add it on at the end. const posDiffFromFocalPoint = vec3.create(); vec3.sub(posDiffFromFocalPoint, <vec3>position, <vec3>focalPoint); // Now we can see how many steps there are in this direction const steps = Math.round((max - min) / spacingInNormalDirection); // Find out current frameIndex const fraction = (current - min) / (max - min); const floatingStepNumber = fraction * steps; let frameIndex = Math.round(floatingStepNumber); // Dolly the focal point back to min slice focal point. let newFocalPoint = <Point3>[ focalPoint[0] - viewPlaneNormal[0] * floatingStepNumber * spacingInNormalDirection, focalPoint[1] - viewPlaneNormal[1] * floatingStepNumber * spacingInNormalDirection, focalPoint[2] - viewPlaneNormal[2] * floatingStepNumber * spacingInNormalDirection, ]; // Increment the slice number by deltaFrames. frameIndex += deltaFrames; // Clamp sliceNumber to volume. Iif (frameIndex > steps) { frameIndex = steps; } else Iif (frameIndex < 0) { frameIndex = 0; } // Dolly the focal towards to the correct frame focal point. const newSlicePosFromMin = frameIndex * spacingInNormalDirection; newFocalPoint = <Point3>[ newFocalPoint[0] + viewPlaneNormal[0] * newSlicePosFromMin, newFocalPoint[1] + viewPlaneNormal[1] * newSlicePosFromMin, newFocalPoint[2] + viewPlaneNormal[2] * newSlicePosFromMin, ]; const newPosition = <Point3>[ newFocalPoint[0] + posDiffFromFocalPoint[0], newFocalPoint[1] + posDiffFromFocalPoint[1], newFocalPoint[2] + posDiffFromFocalPoint[2], ]; return { newFocalPoint, newPosition }; } |