irc_web/.svn/pristine/27/27ab375108ecc3a55464ee6699f...

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import * as cornerstoneTools from 'cornerstone-tools'
const external = cornerstoneTools.external
const convertToVector3 = cornerstoneTools.import('util/convertToVector3')
// import convertToVector3 from '../util/convertToVector3.js';
/**
* Returns the orientation of the vector in the patient coordinate system.
* @public
* @function getOrientationString
*
* @param {Array|cornerstoneMath.Vector3} vector Input array or Vector3
* @returns {string} The orientation in the patient coordinate system.
*/
export default function(vector) {
const vec3 = convertToVector3(vector)
// Thanks to David Clunie
// https://sites.google.com/site/dicomnotes/
let orientation = ''
const orientationX = vec3.x < 0 ? 'R' : 'L'
const orientationY = vec3.y < 0 ? 'A' : 'P'
const orientationZ = vec3.z < 0 ? 'F' : 'H'
// Should probably make this a function vector3.abs
const abs = new external.cornerstoneMath.Vector3(
Math.abs(vec3.x),
Math.abs(vec3.y),
Math.abs(vec3.z)
)
const MIN = 0.0001
for (let i = 0; i < 3; i++) {
if (abs.x > MIN && abs.x > abs.y && abs.x > abs.z) {
orientation += orientationX
abs.x = 0
} else if (abs.y > MIN && abs.y > abs.x && abs.y > abs.z) {
orientation += orientationY
abs.y = 0
} else if (abs.z > MIN && abs.z > abs.x && abs.z > abs.y) {
orientation += orientationZ
abs.z = 0
} else if (abs.x > MIN && abs.y > MIN && abs.x === abs.y) {
orientation += orientationX + orientationY
abs.x = 0
abs.y = 0
} else if (abs.x > MIN && abs.z > MIN && abs.x === abs.z) {
orientation += orientationX + orientationZ
abs.x = 0
abs.z = 0
} else if (abs.y > MIN && abs.z > MIN && abs.y === abs.z) {
orientation += orientationY + orientationZ
abs.y = 0
abs.z = 0
} else {
break
}
}
return orientation
}