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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 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 | 1x 1x 1x 1x 8410x 3x 1x 1x 1x 1x 1x 3x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x | import { utilities as csUtils } from '@cornerstonejs/core'; import type { Types } from '@cornerstonejs/core'; import type { vtkImageData } from '@kitware/vtk.js/Common/DataModel/ImageData'; import { vec3 } from 'gl-matrix'; import { pointInSphere } from './math/sphere'; import pointInShapeCallback, { PointInShapeCallback, } from './pointInShapeCallback'; import { BoundsIJK } from '../types'; import { getBoundingBoxAroundShape } from './boundingBox'; const { transformWorldToIndex } = csUtils; /** * Given an imageData, and the great circle top and bottom points of a sphere, * this function will run the callback for each point of the imageData that is * within the sphere defined by the great circle points. If the viewport * is provided, region of interest will be an accurate approximation of the * sphere (using viewport camera), and the resulting performance will be * better. * * @privateRemarks great circle also known as orthodrome is the intersection of * the sphere and the plane that passes through the center of the sphere * * @param imageData - The volume imageData * @param circlePoints - bottom and top points of the great circle in world coordinates * @param callback - A callback function that will be called for each point in the shape. */ export default function pointInSurroundingSphereCallback( imageData: vtkImageData, circlePoints: [Types.Point3, Types.Point3], callback: PointInShapeCallback, viewport?: Types.IVolumeViewport ): void { // We can run the sphere equation to determine if a point is inside // the sphere; however, since the imageData dimensions can be quite large, we // can narrow down the search by estimating the bounds of the sphere in index // space. const { boundsIJK, centerWorld, radiusWorld } = _getBounds( circlePoints, imageData, viewport ); const sphereObj = { center: centerWorld, radius: radiusWorld, }; pointInShapeCallback( imageData, (pointLPS) => pointInSphere(sphereObj, pointLPS), callback, boundsIJK ); } function _getBounds( circlePoints: [Types.Point3, Types.Point3], imageData: vtkImageData, viewport ): { boundsIJK: BoundsIJK; centerWorld: Types.Point3; radiusWorld: number; } { const [bottom, top] = circlePoints; // Sphere center in world const centerWorld = vec3.fromValues( (bottom[0] + top[0]) / 2, (bottom[1] + top[1]) / 2, (bottom[2] + top[2]) / 2 ); // sphere radius in world const radiusWorld = vec3.distance(bottom, top) / 2; let boundsIJK; Iif (!viewport) { // If no viewport is provide (no camera), we can estimate the bounding box // of the sphere in index space. // This is done by calculating the maximum value for radius in the index // space (since the radius is in world space, we need to convert it to index, and // each dimensions can have a different scale factor). Therefore, by finding // the minimum spacing value in the imageData, we can calculate the maximum // radius in index space and use that to calculate the bounds of the sphere // This will not be accurate, but it is a good first approximation. // sphere center in index const centerIJK = transformWorldToIndex( imageData, centerWorld as Types.Point3 ); const spacings = imageData.getSpacing(); const minSpacing = Math.min(...spacings); const maxRadiusIJK = Math.ceil(radiusWorld / minSpacing); boundsIJK = [ [centerIJK[0] - maxRadiusIJK, centerIJK[0] + maxRadiusIJK], [centerIJK[1] - maxRadiusIJK, centerIJK[1] + maxRadiusIJK], [centerIJK[2] - maxRadiusIJK, centerIJK[2] + maxRadiusIJK], ]; return { boundsIJK, centerWorld: centerWorld as Types.Point3, radiusWorld, }; } boundsIJK = _computeBoundsIJKWithCamera( imageData, viewport, circlePoints, centerWorld, radiusWorld ); return { boundsIJK, centerWorld: centerWorld as Types.Point3, radiusWorld, }; } function _computeBoundsIJKWithCamera( imageData, viewport, circlePoints, centerWorld, radiusWorld ) { const [bottom, top] = circlePoints; const dimensions = imageData.getDimensions() as Types.Point3; const camera = viewport.getCamera(); // Calculate viewRight from the camera, this will get used in order to // calculate circles topLeft and bottomRight on different planes of intersection // between sphere and viewPlane const viewUp = vec3.fromValues( camera.viewUp[0], camera.viewUp[1], camera.viewUp[2] ); const viewPlaneNormal = vec3.fromValues( camera.viewPlaneNormal[0], camera.viewPlaneNormal[1], camera.viewPlaneNormal[2] ); const viewRight = vec3.create(); vec3.cross(viewRight, viewUp, viewPlaneNormal); // we need to find the bounding box of the sphere in the image, e.g., the // topLeftWorld and bottomRightWorld points of the bounding box. // We go from the sphereCenter in the normal direction of amount radius, and // we go left to find the topLeftWorld point of the bounding box. Next we go // in the opposite direction and go right to find the bottomRightWorld point // of the bounding box. const topLeftWorld = vec3.create(); const bottomRightWorld = vec3.create(); vec3.scaleAndAdd(topLeftWorld, top, viewPlaneNormal, radiusWorld); vec3.scaleAndAdd(bottomRightWorld, bottom, viewPlaneNormal, -radiusWorld); // go in the direction of viewRight with the value of radius vec3.scaleAndAdd(topLeftWorld, topLeftWorld, viewRight, -radiusWorld); vec3.scaleAndAdd(bottomRightWorld, bottomRightWorld, viewRight, radiusWorld); // convert the world coordinates to index coordinates const sphereCornersIJK = [ <Types.Point3>transformWorldToIndex(imageData, <Types.Point3>topLeftWorld), <Types.Point3>( transformWorldToIndex(imageData, <Types.Point3>bottomRightWorld) ), ]; // get the bounding box of the sphere in the image const boundsIJK = getBoundingBoxAroundShape(sphereCornersIJK, dimensions); return boundsIJK; } |