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();
}
}
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