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 | import { VolumeViewport } from '@cornerstonejs/core'; import type { Types } from '@cornerstonejs/core'; import { vec3 } from 'gl-matrix'; // Todo: merge this utility functionality with Crosshair _jump /** * Uses the viewport's current camera to jump to a specific world coordinate * @param enabledElement - enabled element * @param jumpWorld - location in the world to jump to * @returns True if successful */ export default function jumpToWorld( viewport: Types.IVolumeViewport, jumpWorld: Types.Point3 ): true | undefined { // if not instance of volumeViewport, return if (!(viewport instanceof VolumeViewport)) { return; } const { focalPoint } = viewport.getCamera(); const delta: Types.Point3 = [0, 0, 0]; vec3.sub(delta, jumpWorld, focalPoint); _applyShift(viewport, delta); return true; } function _applyShift(viewport, delta) { const camera = viewport.getCamera(); const normal = camera.viewPlaneNormal; const dotProd = vec3.dot(delta, normal); const projectedDelta = vec3.fromValues(normal[0], normal[1], normal[2]); vec3.scale(projectedDelta, projectedDelta, dotProd); if ( Math.abs(projectedDelta[0]) > 1e-3 || Math.abs(projectedDelta[1]) > 1e-3 || Math.abs(projectedDelta[2]) > 1e-3 ) { const newFocalPoint: Types.Point3 = [0, 0, 0]; const newPosition: Types.Point3 = [0, 0, 0]; vec3.add(newFocalPoint, camera.focalPoint, projectedDelta); vec3.add(newPosition, camera.position, projectedDelta); viewport.setCamera({ focalPoint: newFocalPoint, position: newPosition, }); viewport.render(); } } |