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 | 1x | import { getEnabledElement } from '@cornerstonejs/core';
import type { Types } from '@cornerstonejs/core';
import { vec2, vec3 } from 'gl-matrix';
import { PlanarFreehandROICommonData } from './planarFreehandROIInternalTypes';
/**
* Adds one or more points to the array at a resolution defined by the underlying image.
*/
const addCanvasPointsToArray = (
element: HTMLDivElement,
canvasPoints: Types.Point2[],
newCanvasPoint: Types.Point2,
commonData: PlanarFreehandROICommonData
): number => {
const { xDir, yDir, spacing } = commonData;
const enabledElement = getEnabledElement(element);
const { viewport } = enabledElement;
const lastWorldPos = viewport.canvasToWorld(
canvasPoints[canvasPoints.length - 1]
);
const newWorldPos = viewport.canvasToWorld(newCanvasPoint);
const worldPosDiff = vec3.create();
vec3.subtract(worldPosDiff, newWorldPos, lastWorldPos);
const xDist = Math.abs(vec3.dot(worldPosDiff, xDir));
const yDist = Math.abs(vec3.dot(worldPosDiff, yDir));
const numPointsToAdd = Math.max(
Math.floor(xDist / spacing[0]),
Math.floor(yDist / spacing[0])
);
if (numPointsToAdd > 1) {
const lastCanvasPoint = canvasPoints[canvasPoints.length - 1];
const canvasDist = vec2.dist(lastCanvasPoint, newCanvasPoint);
const canvasDir = vec2.create();
vec2.subtract(canvasDir, newCanvasPoint, lastCanvasPoint);
vec2.set(canvasDir, canvasDir[0] / canvasDist, canvasDir[1] / canvasDist);
const distPerPoint = canvasDist / numPointsToAdd;
for (let i = 1; i <= numPointsToAdd; i++) {
canvasPoints.push([
lastCanvasPoint[0] + distPerPoint * canvasDir[0] * i,
lastCanvasPoint[1] + distPerPoint * canvasDir[1] * i,
]);
}
} else {
canvasPoints.push(newCanvasPoint);
}
return numPointsToAdd;
};
export default addCanvasPointsToArray;
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